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


In this chapter, we examined the core structure of an augmented reality scene using AR Foundation. We started with the AR Foundation Samples project from Unity, building it to run on your device, and then exported its assets into an asset package for reuse. Then, we imported these sample assets into our own project, took a closer look at the SimpleAR scene, and built that to run on your device.

Then, starting from a new empty scene, we built our own basic AR demo from scratch that lets the user place a virtual 3D object in the physical world environment. For this, we added AR Session and AR Session Origin game objects and added components for tracking and visualizing planes and point clouds. Next, we added user interaction, first by creating an Input Action controller that responds to screen touches, and then by writing a C# script to receive the OnPlaceObject action message. This function performs a raycast from the screen touch position to find a pose point on a trackable...