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

Creating an Interaction Controller mode

For our user framework, we will make a clever use GameObject with a mode script on it to represent interaction modes. Modes will be enabled (and disabled) by enabling (and disabling) the corresponding objects. We'll organize these objects in a hierarchy, like the UI panels we created in the previous section, but separated to keep the "controllers" apart from the "views," as prescribed by the controller/view software pattern. Presently, we'll include the following modes:

  • Startup mode: Active while the AR session is initializing, and then it initiates Scan mode.
  • NonAR mode: A placeholder should you want your application to run even if the device does not support AR.
  • Scan mode: This prompts the user to scan for trackable features until the AR session is ready, and then it initiates Main mode.
  • Main mode: This displays the main menu and handles non-modal interactions.

First, we'll create...