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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

Summary


For this chapter, we started with the 2D instruction manual project developed in Chapter 6, How to Change a Flat Tire, and extended it to include augmented reality graphics as a new media type. After preparing the project to use the Vuforia SDK, we first implemented a screen button to toggle AR Mode. The AR Model hides the 2D content panel and allows the camera video feed to show.

We set up the project to capture User Defined Targets. We added an AR Prompt panel with a cursor, circle registration guide, and a Capture button. When the button is pressed, the app uses the current view as the AR target and displays the AR content on it. We used Vuforia's Trackable Events to know when to hide AR Prompt or to show a red circle as an error prompt if the capture target is of poor quality.

With the AR mode and user-defined targets, we then integrated 3D annotations into the instruction manual. The graphics are prefabs we imported into the project, and one may be instantiated when the user navigates...

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