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Enterprise Augmented Reality Projects
Enterprise Augmented Reality Projects

Enterprise Augmented Reality Projects: Build real-world, large-scale AR solutions for various industries

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Enterprise Augmented Reality Projects

Introduction to Unity for AR Development

This chapter will introduce you to Unity, a real-time 3D development platform that has become one of the main tools for multi-platform Augmented Reality (AR) development. Its versatility, extensive documentation, and active forums allow for a fast learning curve, and the already created scenes, examples, and varied resources of its Asset Store will help you create amazing AR experiences in a fast and simple way.

The main goal of this chapter is that you get comfortable around Unity before using it in AR projects. You will learn how to install and use Unity, how the user interface is distributed, and the names and purpose of the main components. Then, you will create a simple C# script to understand the power of scripting to be able to customize 3D scenes. By the end of this chapter, you will have basic knowledge under your belt so...

Technical requirements

The technical requirements for this chapter are as follows:

Hardware (from https://docs.unity3d.com/2019.1/Documentation/Manual/system-requirements.html):

  • CPU: SSE2 instruction set support
  • GPU: Graphics card with DX10 (shader model 4.0) capabilities

Operating system:

  • Windows: 7 SP1+, 8, 10, and 64-bit versions only
  • macOS: 10.12+
  • Linux: Fixed at Ubuntu 16.04, 18.04, and CentOS 7

Software for Android development:

  • Java Development Kit (1.8.0 in this book)
  • Unity 3D (2019.1.2f1 in this book)
  • Android SDK (included in the Unity installation)
  • Microsoft Visual Studio Community 2017 (included in the Unity installation)

The resources and the code files for this chapter can be found here: https://github.com/PacktPublishing/Enterprise-Augmented-Reality-Projects/tree/master/Chapter02.

Although we will develop our Unity projects for Android devices, you can...

Introducing Unity

When we think of tools that we can use to develop video games that have had a great impact in recent years, one name stands out above all others: Unity. Unity is a graphics engine that helps us in developing video games, interactive projects, visualizations, and 2D and 3D animations in real-time for different platforms. Unity offers a complete visual editor with scripting so that we can create applications with a professional finish.

For this purpose, Unity is composed of a package of tools that have been designed to facilitate the tasks of designing and programming the different aspects of a video game, including graphics, physics, animations, and artificial intelligence. Unity is a unique development system that focuses on assets and not on the code like other similar 3D modeling applications do. The content of the game is built from the editor and the game...

Preparing your system for Unity

In this book, we are going to use Unity to develop Android mobile applications. To create Android apps, we need to have the Java Development Kit (JDK) and Android Software Development Kit (SDK) installed.

As we mentioned in the Technical requirements section, we can easily run the same projects for iOS, provided that we run Unity on a macOS computer with Xcode. 

Since Unity directly provides the Android SDK installation, we will install the JDK first and then proceed to install Unity on our computer.

Installing Java Development Kit (JDK)

Understanding the Unity interface

The first time you open the Unity editor, you will see a layout with different bars and windows, similar to what can be seen in the following screenshot:

The initial Unity layout

At first glance, the Unity configuration slightly reminds us of 3D modeling tools, with the 3D scene in the middle, although it has more panels on the sides than modeling tools does. Although it can look a bit daunting to understand everything if you are not familiarized with 3D tools, the Unity interface is quite straightforward and has remained very much the same throughout the Unity versions. The main components that can be seen in the preceding screenshot are as follows (from top left to bottom right):

  • The Toolbar: Here, we have the main buttons so that we can manipulate objects in the Scene view to test the scene.
  • The Hierarchy window: The Hierarchy window...

Unity's main elements

An application built in Unity will be made up of a project. This project will contain all the necessary elements that we'll need in order to develop the application, such as models, scripts, plans, menus, and much more. When you start up Unity, you can open a project by pointing to its root folder. 

Each project contains one or more documents, called scenes. The projects that are created in Unity are structured into scenes, where a scene can be any part of the project. When we talk about applications, a scene can be from the start menu to any level or area of it. A single scene will contain many elements, such as a user interface, 3D objects, scripts, and so on.

Some of the main elements you can find in a Unity project are as follows:

  • Assets
  • GameObjects
  • Components
  • Scripts
  • Prefabs

First, we will look at Assets.

...

Scripting – first example in C#

To see all the potential of scripts in Unity, we are going to take a look at the script we created in the previous section, CubeHandler.cs. As its name suggests, we are going to add some code to it to manipulate the cube in the scene.

Double-click on the name of the script in the Project window to open it in Visual Studio.

If you already had Visual Studio installed on your computer before you installed Unity, it's possible that Unity won't detect it automatically when double-clicking on the script. If so, you'll have to go to Edit|Preferences and go to External Tools. From there, select the path to the .exe file of Visual Studio:

Preferences window with Visual Studio assigned as the External Script Editor

Upon opening the script, you will see the following auto-generated code:

using System.Collections;
using System...

Summary

In this chapter, we learned how to install Unity and the necessary modules to make it work so that we can build mobile applications. We also introduced how the Unity interface is designed, its main windows, and how to customize their composition for our needs. We took a look at the main windows, their tools, and how to use them. Then, we learned about the main elements we can find in a Unity project and how to create/import them. Finally, we created our first script with a few lines of code to understand how easily we can control and alter objects on a scene.

In the next chapter and the ones that follow, we will work with all of the elements we learned about in this chapter in order to generate fully functional AR projects.

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Key benefits

  • Use leading AR development frameworks such as ARCore, ARKit, and Vuforia across key industries
  • Identify the market potential of AR for designing visual solutions in different business sectors
  • Build multi-platform AR projects for various platforms such as Unity, iOS, and Android

Description

Augmented reality (AR) is expanding its scope from just being used in mobile and game applications to enterprise. Different industries are using AR to enhance assembly line visualization, guide operators performing difficult tasks, attract more customers, and even improve training techniques. In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case. You'll delve into the basics of Unity and get familiar with Unity assets, materials, and resources, which will help you build a strong foundation for working on the different AR projects covered in the book. You'll build real-world projects for various industries such as marketing, retail, and automation in a step-by-step manner. This will give you hands-on experience in developing your own industrial AR apps. While building the projects, you'll explore various AR frameworks used in the enterprise environment such as Vuforia, EasyAR, ARCore, and ARKit, and understand how they can be used by themselves or integrated into the Unity 3D engine to create AR markers, 3D models, and components of an AR app. By the end of this book, you'll be well versed in using different commercial AR frameworks as well as Unity for building robust AR projects.

Who is this book for?

This book is for anyone interested in emerging and interactive technologies or looking to build AR applications for any domain. Although, no prior augmented reality experience is required, having some skills in object-oriented programming (OOP) will be helpful.

What you will learn

  • Understand the basics of Unity application development and C# scripting
  • Learn how to use Android Studio along with ARCore and Sceneform to build AR prototypes for Android devices
  • Enable AR experiences on the web with ARCore and WebAR
  • Explore emerging AR authoring tools such as Augmented Class! for education
  • Understand the differences and similarities between handheld and head-mounted display (HMD) environments and how to build an app for each target
  • Become well versed in using Xcode with ARKit and SceneKit to develop AR portals for iOS devices
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Table of Contents

9 Chapters
Introduction to AR and How It Fits the Enterprise Chevron down icon Chevron up icon
Introduction to Unity for AR Development Chevron down icon Chevron up icon
AR for Manufacturing with ARCore Chevron down icon Chevron up icon
AR for Training with WebAR and Augmented Class! Chevron down icon Chevron up icon
AR for Marketing with EasyAR Chevron down icon Chevron up icon
AR for Retail with Vuforia Chevron down icon Chevron up icon
AR for Automation with Vuforia and AR Glasses Chevron down icon Chevron up icon
AR for Tourism with ARKit Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

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Aitor Feb 09, 2020
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Aunque está en inglés es fácil de entender, incluso con un nivel básico-medio. Comienza explicando los conceptos fundamentales y luego va evolucionando en complejidad, con ejercicios aplicados a distintos campos (industria, retail, educación...) y usando diversas herramientas como Unity, Vuforia, ARCore, EasyAR o Augmented Class.Como es habitual en la editorial Packt la maquetación está muy cuidada, con muchas ilustraciones y pantallazos que ayudan a seguir las explicaciones, y los ejemplos se pueden descargar de la web de la editorial o de Github, para no tener que "picar" el código.Una buena opción para iniciarse en el desarrollo de soluciones de realidad aumentada.
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