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)
Section 1 – Getting Started with Augmented Reality
Section 2 – A Reusable AR User Framework
Section 3 – Building More AR Projects

Highlighting the selected picture

There are many ways to highlight objects in Unity to indicate that an object has been selected by the user. Often, you'll find that a custom shader will do the trick (there are many on the Asset Store). The decision comes down to what "look" you want. Do you want to change the selected object's color tint, draw a wireframe outline, or create some other effect? Instead of doing this and to keep things easy, I'll just introduce a "highlight" game object in the FramedPhoto prefab as a thin yellow box that extends from the edges of the frame. Let's make that now:

  1. Open the FramedPhoto prefab for editing by double-clicking it in the Project window.
  2. In the Hierarchy window, right-click on the AspectScaler object and select 3D Object | Cube. Rename the cube Highlight.
  3. Set its Transform | Scale setting to (1.05, 1.05, 0.005) so that it is thin and extends past the edges of the frame.
  4. Set its Transform...