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

Tracking expressive face blend shapes (ARKit)

ARKit introduces additional advanced face tracking features available only on iOS devices, including blend shapes. Blend shapes refer to morphing mesh geometries that are commonly used for animating the faces of NPCs (non-player characters) in video games and VR applications. Presently, they are an ARKit-specific feature. ARKit blend shapes provide intricate details of facial expressions as separate features, such as a left or right eye blink, looking down, eyes wide open, cheek puff, cheek squint, jaw left, mouth dimple, and many more. Each feature is given a coefficient on a scale of 0.0 to 1.0. This shape data can be forwarded to the Unity Skinned Mesh Renderer ( that is used in character animation. A good explanation and conversation can be found at the following URL:

Building an animated rig (with bones and a skinned...