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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
Author Profile Icon Krystian Babilinski
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

Integrating augmented content


Augmented content for our instruction manual will assume the car tire is captured at the correct position and size on the screen (fortunately, we provided prompt graphics to guide the user). We can make some assumptions about the size and placement of our annotation graphics in the world space scene.

The graphics content will be represented as Unity Prefab objects in our project's Assets Resources folder. This way, they can be loaded and instantiated at runtime. When the user selects an instruction step in the app, we display the title, text, image, or video that belongs to that step. The CSV data also includes the name of a prefab object to use in AR mode.

When someone designs an instruction manual like this, they will (obviously) identify the instructional steps and write the title and body text. They will prepare the images or video graphics. Now, with AR, they'll also need to prepare a 3D graphic. We created the 3D annotation graphics and animations for you...

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