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Augmented Reality for Developers

You're reading from   Augmented Reality for Developers Build practical augmented reality applications with Unity, ARCore, ARKit, and Vuforia

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Product type Paperback
Published in Oct 2017
Publisher Packt
ISBN-13 9781787286436
Length 548 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Krystian Babilinski Krystian Babilinski
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Krystian Babilinski
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Toc

Table of Contents (10) Chapters Close

Preface 1. Augment Your World FREE CHAPTER 2. Setting Up Your System 3. Building Your App 4. Augmented Business Cards 5. AR Solar System 6. How to Change a Flat Tire 7. Augmenting the Instruction Manual 8. Room Decoration with AR 9. Poke the Ball Game

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What if you move or scale or otherwise change the picture and don't like it? The toolbar has a Done button; we should add a Cancel button. Cancel will reset the picture parameters to the values it had before this editing session started. This will be handed in the PictureController component.

Presently, the attributes of the picture we've been editing are FramedImage Transform. In Unity, you need to save them as three separate values for position, rotation, and scale. We will save the starting transform values when we begin editing, and restore them if we cancel editing.

At the top of the class, add the following to PictureController:

File: PictureController.cs
    private Vector3 startPosition; 
    private Vector3 startScale; 
    private Quaternion startRotation;

Then add these helper functions:

    private void SavePictureProperties() { 
        startPosition = transform.localPosition; 
        startScale = transform.localScale; 
        startRotation = transform.localRotation...
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