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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

Tracking reference images

Our starter scene includes an AR Session Origin with components for Player Input and AR Raycast Manager. It also has a component we do not need in this project, for detecting and tracking planes, which we'll replace with AR Tracked Image Manager instead. Documentation on AR Tracked Image Manager can be found at https://docs.unity3d.com/Packages/[email protected]/manual/tracked-image-manager.html. Then, we'll create an image reference library for our planet card images.

Adding AR Tracked Image Manager

To configure the AR Session to track images, perform the following steps:

  1. In the Hierarchy window, select the AR Session Origin game object.
  2. In the Inspector window, use the 3-dot context menu (or right-click) on AR Plane Manager and select Remove Component.
  3. Using the Add Component button, search for AR and add an AR Tracked Image Manager component.

You'll notice that there is a Serialized Library slot on...

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