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Augmented Reality for Developers

You're reading from   Augmented Reality for Developers Build practical augmented reality applications with Unity, ARCore, ARKit, and Vuforia

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Product type Paperback
Published in Oct 2017
Publisher Packt
ISBN-13 9781787286436
Length 548 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Krystian Babilinski Krystian Babilinski
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Krystian Babilinski
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Toc

Table of Contents (10) Chapters Close

Preface 1. Augment Your World FREE CHAPTER 2. Setting Up Your System 3. Building Your App 4. Augmented Business Cards 5. AR Solar System 6. How to Change a Flat Tire 7. Augmenting the Instruction Manual 8. Room Decoration with AR 9. Poke the Ball Game

Adding the Image menu


We also want the user to select from a menu of images to fill the frame. The Image menu will be very similar to the Frame menu, but we will make it a scrolling list so there can be more options than are visible in the menu.

SetImage in PictureController

The PictureController will expose a method, SetImage(), that takes a game object as a parameter using a texture that should be in the picture. And while you're at it, also add the IMAGE command to activate the menu from the toolbar, and handle saving the initial texture to Cancel, as we just did for Frames.

Make the following additions to the PictureController.cs script:

File: PictureController.cs

At the top of the class, add a public variable for the imageMenu and a private variable for the image renderer:

    public GameObject imageMenu; 
    private Texture startTexture; 
    private Renderer imageRenderer; 

In the Start() function, initialize the imageRenderer:

        Transform image = framedImage.Find("Image"); 
     ...
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