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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
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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

Setting up the project for AR with Vuforia


We will assume you have the project built from the previous chapter, Chapter 6, How to Change a Flat Tire. If not, you can download it with the files provided with this book. That will be the starting point for this chapter.

The initial scene Hierarchy should look like this:

We have a Main Canvas that contains a Nav Panel and Content panel (within a Scroll View Viewport). The Nav Panel has buttons for next and previous steps through the instructions data. The Content panel has elements for title, body text, image, and video content. The Game Controller has an InstructionsController component that manages the state of the application. In the Assets/HowToChangeATire/Scripts/ folder, we have our InstructionModel and InstructionStep classes. The following screenshot shows the Project window with the project Scripts files:

And in the UIElements/ folder, we have scripts for each content type, as shown in the following screenshot:

Let's begin by setting up...

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