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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
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Author (1):
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 Linowes Linowes
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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

Creating an Edit mode

To get started with this chapter, you should have the ARGallery scene open in Unity where we left off at the end of Chapter 6, Gallery: Building an AR App. To recap, after launching the app, it starts by initializing the AR session and scanning to detect features in your real-world environment. Once the vertical planes (walls) have been detected, the main menu will be presented. Here, the user can tap the Add button, which opens an image select menu where the user can pick a photo to use. Then, the user will be prompted to tap on a trackable vertical plane to place the framed photo on. Once the photo is hanging on their wall, the user is returned to Main-mode.

In this chapter, we'll let users modify existing virtual framed photos that have been added to the scene. The first step is for the user to select an existing object to edit from Main-mode, which then activates EditPicture-mode for the selected object. When an object is selected and being edited...

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