Book Image

Augmented Reality for Developers

By : Jonathan Linowes, Krystian Babilinski
Book Image

Augmented Reality for Developers

By: Jonathan Linowes, Krystian Babilinski

Overview of this book

Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses.
Table of Contents (16 chapters)
Title Page
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

Summary


In this chapter, we went through a lot of work to make your development system capable of building for any device you may want to target to run your augmented reality applications. There are many possible combinations, depending on whether you're developing on a Windows PC or a macOS; using Vuforia or the ARToolkit SDK or Apple ARKit or Google ARCore; targeting Android, iOS, Windows desktop, Mac desktop, or Windows Mixed Reality for HoloLens. We covered just about all of them.

For Android, we installed the Java JDK and Android SDK. For iOS, we installed Xcode. For HoloLens, we installed Visual Studio. For each of these cases, we went over the Unity build, project, and player settings.

Now we're ready to have some fun! In the coming chapters, we will work through some exciting and interesting different projects that demonstrate different ways to apply and implement AR. We will learn how to use Unity and many of the principles and practices of 3D graphics and augmented reality. Let's...