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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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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

Specifying the Art Gallery project UX

An important step before beginning any new project is to do some design and specifications ahead of time. This often entails writing it down in a document. For games, this may be referred to as the Game Design Document (GDD). For applications, it may be a Software Design Document (SDD). Whatever you call it, the purpose is to put into writing a blueprint of the project before development begins. A thorough design document for a Unity AR project might include details such as the following:

  • Project overview: Summarize the concept and purpose of the project, identify the primary audience, and perhaps include some background on why the project exists and how and why it will be successful.
  • Use cases: Identify the real-life problems the product will solve. It's often effective to define separate user personas (with real or fictitious names) representing types of users of the application, their main goals, and how they'll use the...
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