Book Image

Unity 2018 Augmented Reality Projects

By : Jesse Glover
Book Image

Unity 2018 Augmented Reality Projects

By: Jesse Glover

Overview of this book

Augmented Reality allows for radical innovations in countless areas. It magically blends the physical and virtual worlds, bringing applications from a screen into your hands. Meanwhile, Unity has now become the leading platform to develop augmented reality experiences, as it provides a great pipeline for working with 3D assets. Using a practical and project-based approach, Unity 2018 Augmented Reality Projects educates you about the specifics of augmented reality development in Unity 2018. This book teaches you how to use Unity in order to develop AR applications which can be experienced with devices such as HoloLens and Daydream. You will learn to integrate, animate, and overlay 3D objects on your camera feed, before gradually moving on to implementing sensor-based AR applications. In addition to this, you will explore the technical considerations that are especially important and possibly unique to AR. The projects in the book demonstrate how you can build a variety of AR experiences, whilst also giving insights into C# programming as well as the Unity 3D game engine via the interactive Unity Editor. By the end of the book, you will be equipped to develop rich, interactive augmented reality experiences for a range of AR devices and platforms using Unity.
Table of Contents (16 chapters)
Title Page
Copyright and Credits
Packt Upsell

Chapter 1. What AR is and How to Get Set up

This book begins with some introductory information and theory regarding Augmented Reality (AR). Unfortunately, we can't just jump right into programming without first properly tackling the fundamentals. Without knowing the fundamentals and theory behind how AR projects work, we would not be able to fully understand how the technology works or how to take advantage of some of the more abstract features of the technology. This doesn't mean that you wouldn't be able to use the technology, just that there are many underlying features that would be difficult to grasp at more advanced levels.

This book and its code files are set up with the experienced programmer in mind. There are optimization strategies employed and esoteric language constructs used that beginner programmers may not immediately understand. If you have not been studying programming for at least two years and have not used C# extensively during that period, I suggest having a reference manual or two at hand in order to clarify any programming terms or syntax usage that you are unfamiliar with. Some of the best sources for really diving into the C# language are the C# Language Specification ( and Learning C# By Developing Games with Unity 2017 (

Please be aware that at least two projects in this book will require the use of Xcode and will require a macOS and iOS device to compile and run properly. If you do not have, at the bare minimum, a 2011 model or later macOS, you should skip implementing the examples in the chapters and sections that deal with ARKit entirely, as you will not be able to follow along with the book. Feel free to read the sections, though, as there is always something to learn, even if you can't follow the examples.


The version of Unity3D we will be using for this book is Unity 2017.2.0f3 (64-bit) for both Windows 10 and macOS. We will be using Windows 10 version 1703 build number 15063.726 to build for Android, and macOS High Sierra (version 10.13) for building for iOS, as these are the latest versions of both operating systems at the time of writing this book.

The core information we will go over is as follows:

  • Which AR toolkits are available for usage
  • How to get started with each toolkit
  • What the pros and cons of each toolkit are
  • Reasons for developing AR applications and games