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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

Planning the project

For this project, we'll create a simple demo AR scene starting with the ARFramework scene template and building up the user framework structure we have set up.

With the framework, when the app first starts, Startup-mode is enabled and the AR Session is initialized. Once the session is ready, it transitions to Scan-mode.

If the AR Session determines that the current device does not support AR, Scan-mode will transition to NonAR-mode instead. Presently this just puts a text message on the screen. See the Making an AR-optional project section near the end of this chapter for more information.

In Scan-mode, the user is prompted to use their device camera to slowly scan the room until AR features are detected, namely, horizontal planes. The ScanMode script checks for any tracked planes and then transitions to Main-mode.

Given this, our plan is to add the following features:

  • The AR session will be configured to detect and track horizontal...
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