Book Image

Augmented Reality with Unity AR Foundation

By : Jonathan Linowes
2 (1)
Book Image

Augmented Reality with Unity AR Foundation

2 (1)
By: Jonathan Linowes

Overview of this book

Augmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content. The book starts by helping you set up for AR development, installing the Unity 3D game engine, required packages, and other tools to develop for Android (ARCore) and/or iOS (ARKit) mobile devices. Then we jump right into the building and running AR scenes, learning about AR Foundation components, other Unity features, C# coding, troubleshooting, and testing. We create a framework for building AR applications that manages user interaction modes, user interface panels, and AR onboarding graphics that you will save as a template for reuse in other projects in this book. Using this framework, you will build multiple projects, starting with a virtual photo gallery that lets you place your favorite framed photos on your real-world walls, and interactively edit these virtual objects. Other projects include an educational image tracking app for exploring the solar system, and a fun selfie app to put masks and accessories on your face. The book provides practical advice and best practices that will have you up and running quickly. By the end of this AR book, you will be able to build your own AR applications, engaging your users in new and innovative ways.
Table of Contents (14 chapters)
1
Section 1 – Getting Started with Augmented Reality
5
Section 2 – A Reusable AR User Framework
8
Section 3 – Building More AR Projects

Chapter 7: Gallery: Editing Virtual Objects

In this chapter, we will continue building the project we started previously in Chapter 6, Gallery: Building an AR App, where we created an AR gallery that lets users place virtual framed photos on their real-world walls. In this chapter, we will build out more features related to interacting with and editing virtual objects that have already been added to a scene. Specifically, we'll let users select an object for editing, including moving, resizing, deleting, and replacing the image in the picture frame. In the process, we'll add new input actions, make use of Unity collision detection, and see more C# coding techniques using the Unity API.

In this chapter, we will cover the following topics:

  • Detecting collisions to avoid intersecting objects
  • Building an edit mode and edit menu UI
  • Using a physics raycast to select an object
  • Adding touch input actions to drag to move and pinch to scale
  • C# coding and...