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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

Chapter 4: Creating an AR User Framework

In this chapter, we will develop a framework for building Augmented Reality (AR) applications that manage user interaction modes and the corresponding user interface (UI). The framework includes important user experience (UX) steps when starting up the AR session at runtime and interacting with AR features. This framework will form the basis for new scenes for projects later in this book.

This is a Unity framework for building mode-based applications. It generalizes some of the scene structure that I have found myself repeating from one project to the next. For example, when an AR app first starts, it must verify that the device supports AR. Once the AR session is initialized, the app may prompt the user to begin scanning the environment to establish tracking. At some point later in the application, the user might be prompted to tap the screen to place a virtual object, often in Add-object mode. These steps are common to many AR applications...

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