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

Attaching 3D Accessories

Suppose you now want to accessorize your face and head. The setup is very similar to the pose prefabs we just used. For this, we will introduce a couple of third-party models downloaded from the web (and imported into your project at the top of this chapter). We'll also add an AddAccessory function to the Changeable Face Prefab that allows the user to view more than one accessory at a time.

Wearing a hat

I found a 3D hat on the internet (, and we downloaded and installed it earlier in this chapter. Feel free to use this model and/or find your own model to add to the project. I installed it in my Assets/Models/TopHat/ folder. The model is an FBX file named CapCartola. We'll also need to configure its materials.

If you select the CapCartola model in the Project window and unfold it, you'll notice it has child Camera and Light objects. This is not unusual for models exported from some 3D modeling...