Book Image

Augmented Reality for Developers

By : Jonathan Linowes, Krystian Babilinski
Book Image

Augmented Reality for Developers

By: Jonathan Linowes, Krystian Babilinski

Overview of this book

Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses.
Table of Contents (16 chapters)
Title Page
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

BallGame component


Now is a good time to add the BallGame component to our ball game.

The BallGame component is associated with each separate ball game. It uses the ThrowControl component to determine when the show is done and if the ball hit the goal. Then, it invokes a Won or Lost event accordingly.

We'll add a BallGame component to our Boxball game. When we add more games, such as basketball and football, they'll also have a BallGame component:

  1. In the Project Assets/ARBallPlay/Scripts/ folder, create a C# script named BallGame.
  2. Add the component to the BoxballGame object.
  3. And then open it for editing.

The full script is as follows:

File: BallGame.cs
using UnityEngine; 
using UnityEngine.Events; 
 
public class BallGame : MonoBehaviour { 
    public ThrowControl BallThrowControl; 
    public GameObject CourtGameObject; 
    public CollisionBehavior GoalCollisionBehavior; 
 
    public UnityEvent OnGoalWon; 
    public UnityEvent OnGoalLost; 
 
    private bool wonGoal; 
 
    void Start() { ...