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Augmented Reality with Unity AR Foundation

You're reading from   Augmented Reality with Unity AR Foundation A practical guide to cross-platform AR development with Unity 2020 and later versions

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Product type Paperback
Published in Aug 2021
Publisher Packt
ISBN-13 9781838982591
Length 382 pages
Edition 1st Edition
Languages
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Author (1):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
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Toc

Table of Contents (14) Chapters Close

Preface 1. Section 1 – Getting Started with Augmented Reality
2. Chapter 1: Setting Up for AR Development FREE CHAPTER 3. Chapter 2: Your First AR Scene 4. Chapter 3: Improving the Developer Workflow 5. Section 2 – A Reusable AR User Framework
6. Chapter 4: Creating an AR User Framework 7. Chapter 5: Using the AR User Framework 8. Section 3 – Building More AR Projects
9. Chapter 6: Gallery: Building an AR App 10. Chapter 7: Gallery: Editing Virtual Objects 11. Chapter 8: Planets: Tracking Images 12. Chapter 9: Selfies: Making Funny Faces 13. Other Books You May Enjoy

Summary

In this chapter, we got a chance to use the AR user framework we developed in the previous Chapter 4, Creating an AR User Framework, in a simple AR Place Object Demo project. We created a new scene using the ARFramework scene template that implements a state machine mechanism for managing user interaction modes. It handles user interaction with a controller-view design pattern, separating the control scripts from the UI graphics.

By default, the scene includes the AR Session and AR Session Origin components required by AR Foundation. The scene is set up with a Canvas UI containing separate panels that will be displayed for each interaction mode. It also includes an Interaction Controller that references separate mode objects, one for each interaction mode.

The modes (and corresponding UI) given with the template are Startup, Scan, Main, and NonAR. An app using this framework first starts in Startup-mode while the AR Session is initializing. Then it goes into Scan-mode...

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