Welcome to Unity 2018 Augmented Reality Projects. This book is designed for programmers looking to step out of their comfort zones and take the leap into learning about Augmented Reality (AR) and how to create projects within Unity with it. We will focus on Android, iOS, and Windows devices and dive deep into understanding the fundamentals of getting started with this amazing and ever-growing technology.
This book is for anyone looking to expand their current knowledge of Unity. They should have some experience with C# and Unity and should be willing to expose themselves to a little C++, Java, and Objective-C language code as well.
Chapter 1, What AR is and How to Get Set Up, explains the processes of installing various SDKs and packages for enabling AR, and building a Hello World example with AR.
Chapter 2, GIS Fundamentals - The Power of Mapping, explores the history of GIS, GIS implications in applications and games, and GIS in education.
Chapter 3, Censored - Various Sensor Data and Plugins, looks at how to write plugins for Unity in C#, how to write plugins for Unity in C++, how to write plugins for Unity in Objective-C, and how to write plugins for Unity in Java.
Chapter 4, The Sound of Flowery Prose, goes into details of the steps for designing an application, looks at conceptualizing the project, and explores how to create an AR application based on the perception of sound.
Chapter 5, Picture Puzzle - The AR Experience, helps you design an educational app, learn to use Vuforia, and develop an educational AR application with Vuforia.
Chapter 6, Fitness for Fun - Tourism and Random Walking, teaches about Mapbox, integrating Mapbox into Unity, and building a random walk-to-location app prototype.
Chapter 7, Snap it! Adding Filters to Pictures, helps you learn about OpenCV, incorporate OpenCV into Unity, build OpenCV from source, and build a facial detection app prototype with OpenCV.
Chapter 8, To the HoloLens and Beyond, gives you an insight into the difference between AR andMixed Reality(MR), teaches you how to use the Hololens simulator, and gets you to build a basic prototype for MR using the Hololens simulator.
To get the most out of this book, you should have some knowledge of the Unity Editor, UI, and build processes. In addition to this, it is highly advised that you have some skill with C# that is above the beginners' level, as this book does not go into how to write C# code. Lastly, it is suggested that you should have, at the very least, taken a look at other programming languages, such as Swift, Objective-C, C, C++, and Java, and are able to get the gist of what is happening with the code that you will encounter in this book at a glance.
The only requirements are basic knowledge of the Unity Game Engine and C#, as they are the primary focuses of this book.
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