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 3: Improving the Developer Workflow

When developing for Augmented Reality (AR), like any software development, it's important to understand your tools, learn how to troubleshoot when you get "stuck," and endeavor to make your overall developer workflow more efficient. In this chapter, we will consider some best practices, techniques, and advanced tools for troubleshooting and testing AR applications in development.

Unity is generally quite friendly for developing for mobile devices. For example, you will normally use the Editor Play-mode to preview your scene in the Editor, allowing rapid develop-test-update-repeat cycles. And with an editor remote tool, you can run and test on your target mobile device without having to do builds each time.

But Augmented Reality imposes unique challenges because it requires sensor input on the remote device, including a live camera feed and motion sensors. It also requires AR processing built into the mobile software...