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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

Tracking the face pose with 3D heads

The AR Face Assets package from Unity that we imported at the top of this chapter contains a couple of 3D head models we can use in our project. We'll create prefabs of each model and try them separately in the AR Face Manager Face Prefab property. In the next section, we'll create a menu so that the user can pick which head to view at runtime.

Making a Mr. Plastic Head prefab

The first head prefab will use the Plasticscene Head assets given in the Unity AR Face Assets package, and found in the Assets/AR face Assets/3D Head/Plasticene Head/ folder. This folder contains an FBX model named Plasto_Head and a material named PlasiceneHead (the typo is theirs). The model will require some transform adjustments before it can be used as a face prefab. To create a prefab for this model, use the following steps:

  1. In the Project window, right-click in your Prefabs/ folder (create one first if necessary) and choose Create | Prefab. Rename...
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