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

Conventions used

There are a number of text conventions used throughout this book.

Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "Utilizing the Unity Input System package, we will first add a new SelectObject input action."

A block of code is set as follows:

    public void SetPlacedPrefab(GameObject prefab)
    {
        placedPrefab = prefab;
    }

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

using UnityEngine;
using UnityEngine.InputSystem;
public class GalleryMainMode : MonoBehaviour
{
    void OnEnable()
    {
        UIController.ShowUI("Main");
    }
}

Bold: Indicates a new term, an important word, or words that you see on screen. For instance, words in menus or dialog boxes appear in bold. Here is an example: "In the New Scene dialog box, select the ARFramework template."

Tips or important notes

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