Augmented Reality with Unity AR Foundation
A practical guide to cross-platform AR development with Unity 2020 and later versions
Seiten
2021
Packt Publishing Limited (Verlag)
978-1-83898-259-1 (ISBN)
Packt Publishing Limited (Verlag)
978-1-83898-259-1 (ISBN)
AR applications allow people to interact with the real world through digitally enhanced content. This AR Unity 3D book helps you demystify AR technology using your existing knowledge of Unity, enables you to build multiple AR projects with real-world utility and a professional workflow, and shows you how to use AR Foundation for building apps.
Explore the world of augmented reality development with the latest features of Unity and step-by-step tutorial-style examples with easy-to-understand explanations
Key Features
Build functional and interactive augmented reality applications using the Unity 3D game engine
Learn to use Unity's XR and AR components, including AR Foundation and other standard Unity features
Implement common AR application user experiences needed to build engaging applications
Book DescriptionAugmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content.
The book starts by helping you set up for AR development, installing the Unity 3D game engine, required packages, and other tools to develop for Android (ARCore) and/or iOS (ARKit) mobile devices. Then we jump right into the building and running AR scenes, learning about AR Foundation components, other Unity features, C# coding, troubleshooting, and testing. We create a framework for building AR applications that manages user interaction modes, user interface panels, and AR onboarding graphics that you will save as a template for reuse in other projects in this book. Using this framework, you will build multiple projects, starting with a virtual photo gallery that lets you place your favorite framed photos on your real-world walls, and interactively edit these virtual objects. Other projects include an educational image tracking app for exploring the solar system, and a fun selfie app to put masks and accessories on your face. The book provides practical advice and best practices that will have you up and running quickly.
By the end of this AR book, you will be able to build your own AR applications, engaging your users in new and innovative ways.
What you will learn
Discover Unity engine features for building AR applications and games
Get up to speed with Unity AR Foundation components and the Unity API
Build a variety of AR projects using best practices and important AR user experiences
Understand the core concepts of augmented reality technology and development for real-world projects
Set up your system for AR development and learn to improve your development workflow
Create an AR user framework with interaction modes and UI, saved as a template for new projects
Who this book is forThis augmented reality book is for game developers interested in adding AR capabilities to their games and apps. The book assumes beginner-level knowledge of Unity development and C# programming, familiarity with 3D graphics, and experience in using existing AR applications. Beginner-level experience in developing mobile applications will be helpful to get the most out of this AR Unity book.
Explore the world of augmented reality development with the latest features of Unity and step-by-step tutorial-style examples with easy-to-understand explanations
Key Features
Build functional and interactive augmented reality applications using the Unity 3D game engine
Learn to use Unity's XR and AR components, including AR Foundation and other standard Unity features
Implement common AR application user experiences needed to build engaging applications
Book DescriptionAugmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content.
The book starts by helping you set up for AR development, installing the Unity 3D game engine, required packages, and other tools to develop for Android (ARCore) and/or iOS (ARKit) mobile devices. Then we jump right into the building and running AR scenes, learning about AR Foundation components, other Unity features, C# coding, troubleshooting, and testing. We create a framework for building AR applications that manages user interaction modes, user interface panels, and AR onboarding graphics that you will save as a template for reuse in other projects in this book. Using this framework, you will build multiple projects, starting with a virtual photo gallery that lets you place your favorite framed photos on your real-world walls, and interactively edit these virtual objects. Other projects include an educational image tracking app for exploring the solar system, and a fun selfie app to put masks and accessories on your face. The book provides practical advice and best practices that will have you up and running quickly.
By the end of this AR book, you will be able to build your own AR applications, engaging your users in new and innovative ways.
What you will learn
Discover Unity engine features for building AR applications and games
Get up to speed with Unity AR Foundation components and the Unity API
Build a variety of AR projects using best practices and important AR user experiences
Understand the core concepts of augmented reality technology and development for real-world projects
Set up your system for AR development and learn to improve your development workflow
Create an AR user framework with interaction modes and UI, saved as a template for new projects
Who this book is forThis augmented reality book is for game developers interested in adding AR capabilities to their games and apps. The book assumes beginner-level knowledge of Unity development and C# programming, familiarity with 3D graphics, and experience in using existing AR applications. Beginner-level experience in developing mobile applications will be helpful to get the most out of this AR Unity book.
Jonathan Linowes is a VR/AR enthusiast, Unity, and full stack developer, entrepreneur, certified Unity instructor, and the owner of Parkerhill XR Studio, an immersive media, applications, and game developer. Jonathan has a bachelor of fine arts degree from Syracuse University, a master of science degree from the MIT Media Lab, and has held technical leadership positions at Autodesk and other companies. He has authored multiple books on VR and AR published by Packt Publishing.
Table of Contents
Setting Up for AR Development
Your First AR Scene
Improving the Developer Workflow
Creating an AR User Framework
Using the AR User Framework
Gallery: Building an AR App
Gallery: Editing Virtual Objects
Planets: Tracking Images
Selfies: Making Funny Faces
Erscheinungsdatum | 19.08.2021 |
---|---|
Verlagsort | Birmingham |
Sprache | englisch |
Maße | 75 x 93 mm |
Themenwelt | Mathematik / Informatik ► Informatik ► Programmiersprachen / -werkzeuge |
Informatik ► Software Entwicklung ► Mobile- / App-Entwicklung | |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-83898-259-0 / 1838982590 |
ISBN-13 | 978-1-83898-259-1 / 9781838982591 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
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