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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

Creating the UI canvas and panels

The main screen space UI canvas will contain various user interface panels that may be displayed at various times throughout the application. Presently, we'll include the following UI panels.

  • The Startup UI panel with any initialization messages
  • The Scan UI panel, which prompts the user to scan for trackable features
  • The Main UI panel for the main mode that could display the main menu buttons
  • The NonAR UI panel, which could be shown when the device does not support Augmented Reality

Creating the screen space canvas

First, we need to create a Canvas to contain these panels. Follow these steps:

  1. From the main menu, select GameObject | UI | Canvas and rename the Canvas UI Canvas. We can leave the default Render Mode as Screen Space – Overlay. This will also add an Event System game object to the scene if one is not already present.
  2. By default, the new Canvas is in screen space, and this is what we want...
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