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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
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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

Creating an Interaction Controller mode

For our user framework, we will make a clever use GameObject with a mode script on it to represent interaction modes. Modes will be enabled (and disabled) by enabling (and disabling) the corresponding objects. We'll organize these objects in a hierarchy, like the UI panels we created in the previous section, but separated to keep the "controllers" apart from the "views," as prescribed by the controller/view software pattern. Presently, we'll include the following modes:

  • Startup mode: Active while the AR session is initializing, and then it initiates Scan mode.
  • NonAR mode: A placeholder should you want your application to run even if the device does not support AR.
  • Scan mode: This prompts the user to scan for trackable features until the AR session is ready, and then it initiates Main mode.
  • Main mode: This displays the main menu and handles non-modal interactions.

First, we'll create...

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