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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 and instantiating a virtual Earth prefab

In this section, we will create prefab game objects for each of the planets. Since each of the planets has similar behaviors (for example, they rotate), we'll first create a generic Planet Prefab, and then make each specific planet a variant of that one. In Unity, prefab variants allow you to define a set of predefined variations of prefabs, such as our planet one (see https://docs.unity3d.com/Manual/PrefabVariants.html). We'll write a Planet script that animates the planet's rotation and handles other behavior. Each planet will have its own "skin" defined by a material, along with a base texture map, which we downloaded earlier from the web.

In this section, we'll create a generic Planet Prefab object, create an Earth Prefab as a variant, add planet metadata by writing a Planet component script, and implement a planet rotation animation.

Creating the generic Planet Prefab

The Planet Prefab contains...

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