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


In this chapter, we learned how to work with ARKit and Unity to build an AR application for Mac devices. While this was a very simple implementation, it should definitely pave the way for you to incorporate different aspects of sound into your own AR games and applications.

Learning the foundations of dealing with AR is possibly the most difficult part, as well as figuring out why building for different devices doesn’t work as you intended initially. Debugging and testing is something that should be integral to every aspect of development. I would suggest either having someone test every build, or run automated testing at every chance you get.

In the next chapter, we are going to create an educational-style game prototype aimed at children, which will challenge their cognitive reasoning skills by means of a puzzle.