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

Creating an Instructions Controller


We're now going to create a controller object and script for our project. This first implementation will be relatively simplistic. It will grow and improve later in the chapter. In Unity, perform the following:

  1. In the Project window, create a C# Script in your scripts folder (Assets/HowToChangeATire/Scripts/) and name it InstructionsController.
  2. In Hierarchy, select Create Empty object.
  3. Rename it Game Controller.
  4. Drag the InstructionsController script into Inspector, adding it as a component.

Save the scene and then open the script for editing. Like most Unity scripts, this class will be derived from MonoBehaviour. We write a couple of functions required to update the UI based on user input. Open InstructionsController.cs for editing and write the following:

File: InstructionsController.cs
using System.Collections;
using System.Collections.Generic; 
using UnityEngine; 
using UnityEngine.UI; 

public class InstructionsController : MonoBehaviour { 
    public Text...