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


We learned the basics of the four main AR SDKs made available to us from many companies. We installed and compiled a working example in each one of the SDKs with minimal effort, and we can now move on to utilizing these SDKs to their full potential, as they currently stand in their respective stages of development.

We can see that all four SDKs are simple enough to use and are relatively easy to install. In my opinion, the best SDK to use at the moment is Vuforia. It has the most robust API and is extremely well-documented for usage and further learning.

In the next chapter, we will focus on learning the history of GIS and how that history has shaped the way we use GIS in AR applications and games today.