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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

By its nature, augmented reality mixes the physical and virtual worlds, and that presents unique challenges to AR developers. We develop on a desktop or laptop computer, but the target device for the application is an untethered mobile device. While running an app in Unity Play-mode, an AR scene still needs sensor inputs from the remote device.

In this chapter, we covered a spectrum of tools and techniques that can help with developing and troubleshooting your augmented reality applications using Unity. We started with a basic, classic "print statement," using Debug.Log() where you can output log messages to the Console window for insight into what is happening in your code. Initially, you might use this just in Play-mode, but we saw how you can build and run your project, and still attach it to the Unity Console window to monitor log messages with the app running on your mobile device. Then we built a virtual console window and wrote a ScreenLog.Log() wrapper...

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