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

Debugging with a debugger

Professional software developers are familiar with code debuggers, used to test and debug programs by stopping the execution at specific lines of code and examining the state of the memory and other runtime conditions. In this section, I will give you an introduction to using the Visual Studio debugger with Unity projects. The debugger can be used in both the Unity Editor play mode, as well as in your builds running on the attached device.

With a debugger, you can set a breakpoint at a specific line of code, where the execution will stop at that line, allowing you to query the values of variables, and wait for you to step through or continue the execution of the program.

To use a debugger in the Editor play mode you do not need to make any special changes, provided you are already using Visual Studio for your code editor (or another supported interactive development environment (IDE) such as VS Code or JetBrains Rider). You can configure Unity for your...