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

Replacing the picture's image

When you add a picture from the Main menu, the Select Image menu is displayed. From here, you can pick a picture. At this point, you will be prompted to add a FramedPhoto to the scene using the image you selected. We implemented this by adding a separate SelectImage Mode. We now want to make that mode serve two purposes. It's called from Main-mode when you're adding a new, framed photo to the scene, and it's called from EditPicture-mode when you want to replace the image of an existing framed photo that's already in the scene. This requires us to refactor the code.

Currently, when we build the Select Image buttons (in the ImageButtons script) we have it configure and enable AddPicture-mode directly. Instead, it now needs to depend on how SelectImage-mode is being used, so we'll move that code from ImageButtons to SelectImageMode, as follows:

  1. Edit the SelectImageMode script and add a reference to AddPictureMode at...