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

Creating a framed photo prefab

The user will be placing a framed photo on their walls. So, we need to create a prefab game object that will be instantiated. We want to make it easy to change images and frames, as well as resize them for various orientations (landscape versus portrait) and image aspect ratios. For the default frame, we'll create a simple block from a flattened 3D cube and mount the photo on the face of it. For the default image, you may choose your own or use one that's included with the files for this chapter in the GitHub repository.

Creating the prefab hierarchy

First, create an empty prefab named FramedPhoto in your project's Assets/ folder. Follow these steps:

  1. In the Project window, navigate to your Prefabs/ folder (create one if needed). Then right-click in the folder and select Create | Prefab.
  2. Rename the new prefab FramedPhoto.
  3. Double-click the FramedPhoto asset (or click its Open Prefab button in the Inspector window).

    We...