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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, you built a face maker app that handles face tracking with the forward-facing (user-facing) camera on a mobile device. You learned that the AR Face Manager component takes a Face Prefab to instantiate when a face is tracked. You first used that to visualize specific AR Face prefabs but then created a generic Changeable Face Prefab with a ChangeableFace script that we could update from the FaceMainMode script.

You used this architecture to explore several ways of rendering tracked faces. First, you used the face pose to render an instantiated 3D head model (MrPlasticHead and MrFacetHead). Next, you used this technique to add accessories to the face, including a TopHat and Sunglasses. Then, you added an AR Face Mesh Visualizer to generate a face mesh dynamically at runtime, and then made several materials that can be applied to the mesh to make a wide variety of face masks. If you're on ARCore, you also implemented face region stickers using sprite images...

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