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

Chapter 4: Creating an AR User Framework

In this chapter, we will develop a framework for building Augmented Reality (AR) applications that manage user interaction modes and the corresponding user interface (UI). The framework includes important user experience (UX) steps when starting up the AR session at runtime and interacting with AR features. This framework will form the basis for new scenes for projects later in this book.

This is a Unity framework for building mode-based applications. It generalizes some of the scene structure that I have found myself repeating from one project to the next. For example, when an AR app first starts, it must verify that the device supports AR. Once the AR session is initialized, the app may prompt the user to begin scanning the environment to establish tracking. At some point later in the application, the user might be prompted to tap the screen to place a virtual object, often in Add-object mode. These steps are common to many AR applications...