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

Selecting an object from Edit mode

When in Edit-mode for one picture, to let the user choose a different picture without exiting Edit-mode, we can use the same SelectObject input action we used in Main-mode. In fact, the code is mostly the same. Open the EditPictureMode script for editing and make the following changes:

  1. We're going to listen for Input System events, so to begin, we need to add a using statement for that namespace. Ensure the following line is at the top of the file:
    using UnityEngine.InputSystem;
  2. Add a private camera variable at the top of the class and initialize it in Start:
        Camera camera;
        void Start()
            camera = Camera.main;
  3. The OnSelectObject action listener will call FindObjectToEdit. Like in GalleryMainMode, it does a Raycast on the PlacedObjects layer. But now, we must check whether it has hit an...