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
Dedication
Packt Upsell
Contributors
Preface
Index

Project background


As with any other project, it is always best to start with an idea. When I first thought of this project, I wanted to showcase AR applications and games to also reflect education. I have educated children on the English language and know the frustrations of learning a new language intimately.

Game and application development should also teach something to the users; it doesn’t always have to be history, mathematics, language, science, or geography; it can also be something innocuous, such as reflex training or hand–eye coordination. We, as developers, have a unique place in the world, being able to incorporate learning something in an engaging way, without it seeming like something the user has to do.

 

This doesn’t mean that we have to mull over this and try to incorporate it into our apps and games; it could, and generally is, something that just happens. With this project, though, I have specifically targeted the learning aspect, to show how easily it could be incorporated...