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


By its nature, augmented reality mixes the physical and virtual worlds, and that presents unique challenges to AR developers. We develop on a desktop or laptop computer, but the target device for the application is an untethered mobile device. While running an app in Unity Play-mode, an AR scene still needs sensor inputs from the remote device.

In this chapter, we covered a spectrum of tools and techniques that can help with developing and troubleshooting your augmented reality applications using Unity. We started with a basic, classic "print statement," using Debug.Log() where you can output log messages to the Console window for insight into what is happening in your code. Initially, you might use this just in Play-mode, but we saw how you can build and run your project, and still attach it to the Unity Console window to monitor log messages with the app running on your mobile device. Then we built a virtual console window and wrote a ScreenLog.Log() wrapper...