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 the interaction modes behavior

When the app enables a mode, it will enable the corresponding game object, which has a script that controls the behavior of that mode. When the app changes modes, the current mode object will be disabled, and the new one enabled. Each mode is responsible for the following:

  • Displaying its corresponding UI
  • Transitioning to a different mode when specific conditions are met

We will write mode scripts for each of the modes.

The StartupMode script

Startup mode begins when the application starts (it's enabled from the InteractionController Start() function). It displays the Startup UI panel. Then it waits for the ARSession state to become ready, and transitions to Scan mode. Or, if the ARSession reports that AR is not supported on the current device, it transitions to NonAR mode.

Follow these steps to create Startup mode:

  1. Create a new script in your Project Scripts/ folder by right-clicking and selecting Create...