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

Interacting to edit a picture

We will now implement the ability to move and resize a virtual object we have placed in the AR scene. For this, I've decided to give the object being edited responsibility for its own interactions. That is, when FramedPhoto is being edited, it'll listen for input action events and move or resize itself.

I've also decided to implement these features as separate components, MovePicture and ResizePicture, on the FramedPhoto prefab. This will only be enabled while FramedPhoto is being edited. First, let's ensure that instantiated FramedPhoto objects receive Input Action messages so that they can respond to user input.

Ensuring FramedPhoto objects receive Input Action messages

We are currently using the Unity Input System, which lets you define and configure user input actions, as well as listening for those action events with a Player Input component. Currently, the scene has one Player Input component, attached to the Interaction...