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

Detecting goals


OK, we can throw the ball. Now, we need to detect if you got a goal and keep score. To detect a goal, we will add a Collider to the goal and handle any collision events from the ball. When you make a goal, you should be congratulated with audio and visual feedback and the points added to your score. First, let's detect whether you've made a goal. In the next section, we'll tackle keeping score.

Goal collider

To detect a goal, we will add a 3D Cube game object with a collider to the basket. It will only be an invisible collider, that is, not rendered as part of the scene. We want collisions to trigger events, which we'll handle in a script:

  1. With BoxballGame selected in Hierarchy, create a new 3D Cube, named GoalCollider.
  2. Set its Transform Position to (0, 2.5, 0) and Scale (1.8, 0.05, 1.8).
  3. On its Box Collider component, check the Is Trigger checkbox.
  4. Remove its Mesh Renderer component (gear-icon|Remove Component).
  5. The following screenshot shows the scene with GoalCollider before...