Augmented Reality with Unity AR Foundation a practical guide to cross-platform AR development with Unity 2020 and later versions

Augmented reality applications allow people to interact meaningfully with the real world through digitally enhanced content.

Detalles Bibliográficos
Otros Autores: Linowes, Jonathan, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham : Packt Publishing 2021.
Edición:1st ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009631627906719
Tabla de Contenidos:
  • 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
  • Technical requirements
  • 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
  • Building and running the scene
  • Refactoring your script
  • Creating a prefab for placing
  • Understanding GameObjects and Transforms
  • Finding a 3D model
  • Completing the scene
  • Summary
  • 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
  • Summary
  • Section 2 - A Reusable AR User Framework
  • Chapter 4: Creating an AR User Framework
  • Technical requirements
  • 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
  • Summary
  • Chapter 5: Using the AR User Framework
  • Technical requirements
  • 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
  • Summary
  • Section 3 - Building More AR Projects
  • Chapter 6: Gallery: Building an AR App
  • Technical requirements
  • 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
  • Summary
  • Chapter 7: Gallery: Editing Virtual Objects
  • Technical requirements
  • 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
  • Summary
  • Chapter 8: Planets: Tracking Images
  • Technical requirements
  • Understanding AR image tracking
  • Specifying the Planets project
  • User experience flow
  • Preparing the planet cards
  • Collecting planet textures and data
  • Getting started
  • 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
  • Summary
  • Chapter 9: Selfies: Making Funny Faces
  • Technical requirements
  • Understanding face tracking
  • Face tracking versus face identification
  • Tracking a face with AR Foundation
  • Getting started
  • 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
  • Build and run
  • 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)
  • Summary
  • Index.