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

Other toolkits


Like each of the other projects in this book, we've been careful to isolate the platform and toolkit specific components from the core game objects and Unity features. If you've been following each of the projects in this book, you've seen the drill and we hope you'll rise to the challenge of trying this project with the other toolkits. Here are some hints:

  • User input: The Apple ARKit and Google ARCore can use the same screen touch events as we did here. On HoloLens, you'd replace those with gesture and/or voice commands, in the ThrowControl script.
  • For interacting with the real-world table top surface and prop objects: With ARKit, be sure to include the Unity Generate Plane component in the scene (see the UnityARBallz example scene). For ARCore, utilize the TrackedPlane class in your session (see https://developers.google.com/ar/reference/unity/class/google-a-r-core/tracked-plane). For HoloLens, simply include the spatial map in your scene.