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

Simulating with Unity MARS

Unity MARS (an acronym for Mixed Augmented Reality Studio) (https://unity.com/products/unity-mars) is a product solution from Unity Technologies that solves many of the issues with developing Augmented Reality applications discussed thus far in this chapter, and much more.

What is MARS? With MARS you can author and test complex AR applications within the Unity Editor with runtime logic for a range of target physical world environments.

Consider this one scenario: You are developing an AR application for museum visitors, where they point their mobile device at an exhibit or artwork and the app recognizes it and delivers additional information and infotainment, providing a much-enhanced learning experience. But you are at your desk, in your office, across town, or in a different city. How do you develop and test your app? Rather than making travel plans, you could use MARS to bring the target physical space into the Unity Editor and develop-test-update...