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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

Building and running from Unity

In the previous chapter, we saw how to create a new project in Unity; import an AR SDK package, such as Vuforia or ARToolkit, into the project; and build a scene with a camera, target image recognition, and virtual object (cube). To summarize, a Unity AR-ready scene, such as the demo scene we built in the previous chapter, should contain the following:

  • A camera with SDK-specific AR components attached
  • A game object representing an image target, with an SDK-specific component identifying the image to use and where to find it
  • Game objects to render when the target is recognized at runtime, parented by the target, and registered to the target's position in the 3D space
  • The scene hierarchy, arranged according to the requirements of the specific SDK, including additional SDK-specific components

We tested our demo scene by running it in the Unity...

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