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

To get the most out of this book

First, you need a PC or Mac capable of running Unity. The minimum requirements are not difficult; almost any PC or Mac today will be sufficient (see https://docs.unity3d.com/Manual/system-requirements.html).

If you are developing for iOS, you will need a Mac running OSX with the current version of XCode installed, and an Apple developer account. If you are developing for Android, you can use either a Windows PC or Mac.

It is not practical to develop for AR without a device capable of running your application. You should have an iOS device that supports Apple ARKit (search the web; Apple does not appear to publish a list – check here, for instance: https://ioshacker.com/iphone/arkit-compatibility-list-iphone-ipad-ipod-touch), or an Android device that supports ARCore (https://developers.google.com/ar/discover/supported-devices).

In Chapter 1, Setting Up for AR Development, I walk you through installing Unity Hub, the Unity Editor, XR plugins for your target device, the AR Foundation toolkit package, and other software to get you set up. The projects in this book are written and tested with Unity 2021.1.

As the technology is rapidly evolving, I try to focus on existing stable tools and techniques. Regarding software versions and installation instructions, naturally, things can change, and I recommend you use my instructions as guidelines but also look at online documentation (links usually given) for the most current instructions.

If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book's GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.