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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

Selecting an image to use

The next thing we want to do is create an image select menu containing image buttons for the user to choose a photo before adding it to the scene. When the Add button is pressed, rather than immediately prompting the user to place a picture on the wall, we'll now present a menu of pictures to select from before hanging the image chosen on the wall. I'll call this SelectImage mode. We'll need to write an ImageButtons script that builds the menu using the Images list you've already added to the project (the Image Data game object). And then we'll insert the SelectImage mode before AddPicture mode, so the selected image is the one placed on the wall. Let's define the SelectImage mode first.

Creating the SelectImage mode

When SelectImage mode is enabled by the user, all we need to do is display the SelectImage UI menu panel with buttons for the user to pick which image to use. Clicking a button will notify the mode script by...

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