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

Chapter 9: Selfies: Making Funny Faces

In this chapter, you will learn how to use Unity AR Foundation for face tracking in order to make fun and entertaining face filters. I apologize in advance for showing my handsome face throughout this chapter – it's a necessary evil when working with selfies!

We'll start with a brief explanation of how face tracking works, and then we will create a new AR scene with face tracking enabled. We will use a couple of 3D head models that track your head pose and to which you can add extra accessories, such as a hat and sunglasses. We are going to build a main menu so that the user can select and change models at runtime. We'll then work with dynamic face meshes and create several materials to easily switch between them. In the last part, we'll look at more advanced features such as eye tracking, face regions (ARCore), and blend shapes (ARKit).

We will cover the following topics:

  • Understanding face tracking
  • ...