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

Avoiding intersecting objects

In Unity, to specify that an object should participate in the Unity Physics system, you must add a Rigidbody component to the GameObject. Adding a Rigidbody gives an object mass, velocity, collision detection, and other physical properties. We can use this to prevent objects from intersecting. In many games and XR apps, Rigidbody is important for applying motion forces to objects to let them bounce when they collide, for example.

In our project, if a picture collides with another picture, it should simply move out of the way so that they're never intersecting. But it should also stay flush with the wall plane. Although a Rigidbody allows you to constrain movement along any of the X, Y, and Z directions, these are the orthogonal world space planes, not the arbitrary angled wall plane. In the end, I decided to position the picture manually when a collision is detected rather than using physics forces. My solution is to constrain the position (and...