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

Using eye tracking (ARKit)

For eye tracking, as you might expect, you are given the pose transforms for each eye, which you can use to update your own "eyeball" game objects. For this feature, I'll show you how to do it, but leave the details of integrating it into the project up to you. Presently, this feature requires an iOS device with a TrueDepth camera.

To learn more about eye tracking with AR Foundation, take a look at the EyeLasers scene given in the AR Foundation sample assets (we installed these in the Assets/ARF-samples/ folder).

The Face Prefab in the scene's AR Face Manager is the AR Eye Laser Visualizer prefab. This has an AR Face component (as you would expect), plus an Eye Pose Visualizer. This visualizer script, in turn, is given an eyeball prefab. In this specific scene, it is given the Eye Laser Prefab. This simply contains a long thin cylinder that'll be rendered to look like a laser beam. In summary, these dependencies could be depicted...