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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

Hanging a virtual photo on your wall

For this project, the app scans the environment for vertical planes. When the user wants to hang a picture on the wall, we'll show a UI panel that instructs the user to tap to place the object, using an animated graphic. Once the user taps the screen, the AddPicture mode instantiates a FramedPhoto prefab, so it appears to hang on the wall, upright and flush against the wall plane. Many of these steps are similar to what we did in Chapter 5, Using the AR User Framework, so I'll offer a little less explanation here. We'll start with a similar script and then enhance it.

Detecting vertical planes

Given the AR Session Origin already has an AR Plane Manager component (provided in the default ARFramework template), use the following steps to set up the scene to scan for vertical planes (instead of horizontal ones):

  1. In the Hierarchy window, select the AR Session Origin object.
  2. In its Inspector window, set the AR Plane Manager...
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