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Augmented Reality with Unity AR Foundation : a practical guide to cross-platform AR development with Unity 2020 and later versions / Jonathan Linowes.
- Format:
- Book
- Author/Creator:
- Linowes, Jonathan, author.
- Language:
- English
- Subjects (All):
- Video games--Development.
- Video games.
- Video games--Programming.
- Physical Description:
- 1 online resource (383 pages)
- Edition:
- 1st ed.
- Distribution:
- London : Bloomsbury Publishing (UK), 2024.
- Place of Publication:
- Birmingham : Packt Publishing, 2021.
- System Details:
- text file HTML
- Biography/History:
- Linowes Jonathan: 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.
- Summary:
- Augmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content.
- Contents:
- Cover
- Title
- Copyright and Credits
- Table of Contents
- Section 1 - Getting Started with Augmented Reality
- Chapter 1: Setting Up for AR Development
- Technical requirements
- Defining Augmented Reality
- Getting started with Unity
- Installing Unity Hub
- Installing a Unity Editor
- Creating and managing Unity projects
- Introducing the Unity Editor interface
- Basics of using the Unity Editor
- Organizing your project assets
- Preparing your project for AR development
- Installing XR plugins for AR devices
- Installing the AR Foundation package
- Choosing an input handler
- Adding support for the Universal Render Pipeline
- Setting up for mobile development
- Setting up for Android/ARCore development
- Setting up for iOS/ARKit development
- Developing for wearable AR glasses
- Building and running a test scene
- Summary
- Chapter 2: Your First AR Scene
- Exploring the AR Foundation example projects from Unity
- Building and running the Samples project
- Exporting the sample assets for reuse
- Building the SimpleAR scene in your own project
- Creating a new project
- Importing the Sample assets into your own project
- Starting a new, basic AR scene
- Using AR Session
- Using AR Session Origin
- Using the AR Camera
- Adding Plane and Point Cloud managers
- Adding AR Raycast Manager
- Adding Light Estimation
- Building and running the scene
- Placing an object on a plane
- Setting up a PlaceObject input action
- Introducing Unity C# programming and the MonoBehaviour class
- Writing the PlaceObjectOnPlane script
- Refactoring your script
- Creating a prefab for placing
- Understanding GameObjects and Transforms
- Finding a 3D model
- Completing the scene
- Chapter 3: Improving the Developer Workflow.
- Technical requirements
- Troubleshooting with log messages
- Using Debug.Log
- Using the Console with a mobile device
- Simulating a Console window in your app
- Debugging with a debugger
- Debugging on a remote device
- Testing with an editor remote tool
- Simulating with Unity MARS
- Capturing with the MARS Companion app
- Section 2 - A Reusable AR User Framework
- Chapter 4: Creating an AR User Framework
- Understanding AR interaction flow
- Installing prerequisite assets
- TextMeshPro
- DOTween
- Serialized Dictionary Lite
- Other prerequisite assets
- Starting with a new scene
- Creating the UI canvas and panels
- Creating the screen space canvas
- Adding an app title
- Creating the UI panels
- Creating the UI controller
- Creating a Singleton class script
- Writing the UIController script
- Fading the UI panels
- Creating an Interaction Controller mode
- Creating the interaction mode hierarchy
- Writing the Interaction Controller
- Creating the interaction modes behavior
- The StartupMode script
- The ScanMode script
- The MainMode script
- The NonARMode script
- Testing it out
- Using the Unity onboarding UX assets
- Introducing the onboarding assets
- Preparing the Unity AR onboarding assets
- Installing dependency packages
- Importing the OnboardingUX package
- Writing the AnimatedPrompt script
- Integrating the onboarding graphics
- Creating a scene template for new scenes
- Chapter 5: Using the AR User Framework
- Planning the project
- Starting with the ARFramework scene template
- Adding a main menu
- Adding PlaceObject-mode with instructional UI
- Creating the PlaceObject UI panel
- Creating the PlaceObject mode
- Wiring the menu buttons
- Performing a Building and Run
- Hiding tracked objects when not needed.
- Advanced onboarding issues
- Making an AR-optional project
- Determining whether the device supports a specific AR feature
- Adding localization
- Section 3 - Building More AR Projects
- Chapter 6: Gallery: Building an AR App
- Specifying the Art Gallery project UX
- Project objectives
- Use cases
- UX design
- User stories
- Getting started
- Collecting image data
- Importing photos to use
- Adding image data to the scene
- Obtaining the pixel dimensions of an image
- Loading the pictures list at runtime
- Creating a framed photo prefab
- Creating the prefab hierarchy
- Writing a FramedPhoto script
- Scaling the picture's shape
- Hanging a virtual photo on your wall
- Detecting vertical planes
- Creating the AddPicture UI panel
- Writing the initial AddPictureMode script
- Creating the AddPicture Mode object
- Creating a main menu Add button
- Build And Run
- Completing the AddPictureMode script
- Showing tracked planes in AddPicture mode
- Selecting an image to use
- Creating the SelectImage mode
- Creating the Select Image UI panel
- Creating an Image Button prefab
- Writing an ImageButtons script
- Reroute the Add button
- Adjusting for image aspect ratio
- Chapter 7: Gallery: Editing Virtual Objects
- Creating an Edit mode
- Creating an edit menu UI
- Creating EditPicture mode
- Selecting a picture to edit
- Defining a SelectObject input action
- Replacing the MainMode script
- Selecting an object from Main-mode
- Wiring the Done edit button
- Highlighting the selected picture
- Selecting an object from Edit mode
- Avoiding intersecting objects
- Deleting a picture
- Replacing the picture's image
- Replacing the frame
- Interacting to edit a picture
- Ensuring FramedPhoto objects receive Input Action messages.
- Adding the interaction components
- Using our finger to move the picture
- Pinching to resize the picture
- Chapter 8: Planets: Tracking Images
- Understanding AR image tracking
- Specifying the Planets project
- User experience flow
- Preparing the planet cards
- Collecting planet textures and data
- Tracking reference images
- Adding AR Tracked Image Manager
- Creating a reference image library
- Configuring the user interaction modes and UI
- Scanning for reference images
- Build and run
- Creating and instantiating a virtual Earth prefab
- Creating the generic Planet Prefab
- Understanding equirectangular images
- Creating the Earth prefab
- Adding planet metadata
- Animating the planet's rotation
- Building the app's Main-mode
- Writing the PlanetsMainMode script
- Expanding the project with multiple planets
- Adding the planet card image to the Reference Image Library
- Creating the planet prefab
- Responding to detected images
- Making a responsive UI
- Creating the Main-mode UI
- Pointing the camera to show information
- Displaying information details
- Chapter 9: Selfies: Making Funny Faces
- Understanding face tracking
- Face tracking versus face identification
- Tracking a face with AR Foundation
- Creating a new scene using the ARFramework template
- Setting up iOS ARKit for face tracking
- Importing assets used in this project
- Configuring a new AR scene for face tracking
- Setting the AR camera for selfies
- Adding an AR Face Manager component
- Prompting the user to find a face, or not
- Tracking the face pose with 3D heads
- Making a Mr. Plastic Head prefab
- Making a Mr. Facet Head prefab
- Building the Main mode and menu
- Creating a changeable face prefab.
- Writing a main mode controller script
- Creating scrollable main menu buttons
- Adding a reset face button
- Attaching 3D Accessories
- Wearing a hat
- Sporting cool sunglasses
- Updating the scripts for accessories
- Adding accessories to the main menu
- Making dynamic face meshes with a variety of materials
- Exploring AR Default Face
- Creating face materials
- Adding a face mesh visualizer to the changeable face prefab
- Controlling the face material
- Adding face materials to the main menu
- Using eye tracking (ARKit)
- Attaching stickers to face regions (ARCore)
- Creating the sticker prefabs
- Managing attachments' positions
- Adding region attachments to the main menu
- ARCore-only UI buttons
- Tracking expressive face blend shapes (ARKit)
- Index.
- ISBN:
- 9781838982966
- 1838982965
- OCLC:
- 1272905223
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