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

Working with XCode

We can navigate to the Build folder of our application here and click on it to open our XCode project:

  1. On the left-hand side of the screen, you should see Unity-iPhone as one of the items you can select. Click on it and you should see Unity-iPhone in the center and Identity and Type on the right:
  1. Check to make sure the Identity is correct. Display Name for me is Chapter4, with the Bundle Identifier as com.rpstudios.arkitscene:
  1. Now, on Signing, you need to look and make sure that the Automatically manage signing checkbox is checked and your Team has your email address attached to it. The Signing Certificate is extremely important, as you will not be able to compile or send to the simulator properly. If you don’t, you have to register for an Apple Developer account at

  1. Scroll down and look for Linked Frameworks and Libraries. AVFoundation should be set from Optional to Required. I’ve noticed that when it is set to Optional, the linker fails to work properly...