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

Technical requirements

To implement the project in this chapter, you need Unity installed on your development computer, connected to a mobile device that supports AR applications. We'll use the Unity project set up for AR development in Chapter 1, Setting Up for AR Development. In review, the project configuration included the following:

  • It created a new project (via Unity Hub) using the Universal Render Pipeline template.
  • It set Target Platform for Android or iOS in Build Settings, and the corresponding required Player Settings.
  • It installed an XR Plugin, AR Foundation package, and configured the URP Forward Renderer for AR.
  • It installed the Input System package and sets Active Input Handling (to Input System Package or Both).

The completed scene from this chapter can be found in this book's GitHub repository at