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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

Specifying the Planets project

We are going to build a planet information app that allows users to scan planet cards to visualize a 3D model of each planet in the Solar System. Imagine this being part of a trading card collection or a companion app to a children's science book. When the user points the device's camera at one of the planet cards, they can see a 3D rendering of the planet. Upon pressing an Info button, the user can get additional information about that planet. In this section, I will define the general user experience flow, give you instructions for preparing the planet cards for your own use, and help you collect assets that you'll use in this project.

User experience flow

The general onboarding user workflow will play out as follows:

  1. Startup-mode: The app will start, check the device for AR support, and ask for camera permissions (OS-dependent). Once read, the app will go into Scan-mode.
  2. Scan-mode: The user is prompted to aim the camera...
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