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

Chapter 5: Using the AR User Framework

In this chapter, we will learn how to use the Augmented Reality (AR) user framework that we set up in the previous chapter, Chapter 4, Creating an AR User Framework. Starting with the ARFramework scene template, we will add a main menu for placing virtual objects in the environment. If you skipped that chapter or just read through it, you can find the scene template and assets in the files provided on this book's GitHub repository.

For this project, we'll extend the framework with a new PlaceObject-mode that prompts the user to tap to place a virtual object in the room. The user will have a choice of objects from the main menu.

In the latter half of the chapter, I'll discuss some advanced AR application issues including making an AR-optional project, determining whether a device supports a specific AR feature, and adding localization to your User Interface (UI).

This chapter will cover the following topics:

  • Planning...