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

Preface

Augmented Reality (AR) allows people to interact meaningfully with the real world through digitally enhanced content. This book will help get you started developing your own AR applications using the Unity 3D game engine and the AR Foundation toolkit provided by Unity Technologies Inc. Using the techniques and lessons presented in this book, you will be able to create your own AR applications and games for a variety of target devices.

AR technology is now commonly available on mobile consumer devices—smartphones and tablets, both iOS (ARKit) and Android (ARCore), and a new generation of wearable smart glasses. In this book, I focus on instructing you on how to develop AR applications for mobile devices, but the techniques and projects can also be applied to wearables.

By the end of this book, you will be able to build and run your own AR applications that add layers of information to the real world, enabling interaction with real and virtual objects and innovatively engaging your users.