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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

Using user-defined targets


Unlike pre-existing images or encoded targets, user-defined targets are images captured at runtime that the software will recognize and use as the trigger for rendering virtual AR content.

As we prepare to begin working in 3D, change the Scene view from 2D to 3D.

In the Scene window, uncheck 2D in its icon toolbar, because we want to start working in 3D now, as shown in the following screenshot:

Adding a user-defined target builder

Let's add the UserDefinedTargetBuilder to our project now:

  1. Drag the UserDefinedTargetBuilder prefab from the Vuforia/Prefabs/ folder into Hierarchy.
  2. Check Start Scanning Automatically.

For now, we are telling the target builder to start scanning automatically. This is useful at this point in our development.

But really, we want to control the scanning to occur only while in AR mode. We can add this to the InstructionsController script as follows:

File: InstructionsController.cs 
   public UserDefinedTargetBuildingBehaviour UserDefinedTargetBuilder...
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