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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

In this chapter, we examined the core structure of an augmented reality scene using AR Foundation. We started with the AR Foundation Samples project from Unity, building it to run on your device, and then exported its assets into an asset package for reuse. Then, we imported these sample assets into our own project, took a closer look at the SimpleAR scene, and built that to run on your device.

Then, starting from a new empty scene, we built our own basic AR demo from scratch that lets the user place a virtual 3D object in the physical world environment. For this, we added AR Session and AR Session Origin game objects and added components for tracking and visualizing planes and point clouds. Next, we added user interaction, first by creating an Input Action controller that responds to screen touches, and then by writing a C# script to receive the OnPlaceObject action message. This function performs a raycast from the screen touch position to find a pose point on a trackable...

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