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 built a fun AR ball game. Just as mobile games have flourished, the potential opportunity for AR games is equally enormous. In our game, we use the desk or coffee table in front of you as the playing field, set up a ball game, and challenge you to throw balls at the target goal or basket. The game keeps score and lets you switch between multiple ball game levels.

We created a white box design for the first iteration, including a ball court with a floor and a goal. The goal has an invisible collider used to trigger events when the ball makes a hit. We relied on Unity events to bubble up messages from the collision and ball throw to the ball game manager and to the game controller. Each layer remains reasonably isolated from the other layers, allowing the app to be expanded to support multiple games and variations of graphic assets.

The AR started simply using an image target, but then we extended that to use Vuforia's Smart Terrain, which scans the environment to...