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Developing AR games for iOS and Android : develop and deploy augmented reality apps using Vuforia SDK and Unity 3D / Dominic Cushnan, Hassan El Habbak.

By: Contributor(s): Material type: TextTextSeries: Community experience distilledPublisher: Birmingham : Packt Publishing, 2013Description: 1 online resource (130 pages) : illustrations (chiefly color)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781783280049
  • 1783280042
Subject(s): Genre/Form: DDC classification:
  • 006.6/782 23
LOC classification:
  • T385 .C87 2013eb
Online resources:
Contents:
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: What is Augmented Reality?; Definition of augmented reality; The forms of augmented reality; Smartphones and augmented reality; Immersion factor for delivering content; Vuforia SDK and how it helps in delivering the AR experience; Unity 3D and how it fits with Vuforia; Summary; Chapter 2: Setting Up the Environment; Downloading and installing Unity 3D; Downloading and installing Vuforia; Vuforia sample projects; Starting a Unity project; Unity scenes.
Importing packages in UnityUnity scene files; Trackable files; Build settings; Deploying for Android; Deploying for iOS; Summary; Chapter 3: Understanding Vuforia; Creating a Unity project with Vuforia; Vuforia prefabs; Importing and attaching 3D objects; Parenting in Unity objects; Summary; Chapter 4: Trackables and Tracking; What are trackables for image targets?; Creating image targets; Trackable score; What decides trackable score; Features definition; Enhancing score by enhancing contrast; Feature distribution on Image Targets; How to enhance distribution of features.
Patterns in Image TargetsExporting datasets to Unity; Summary; Chapter 5: Advanced Augmented Reality; Augmented reality games; Unity as a game engine; Setting up the environment; Whack-A-Mole game; Creating the ground for moles; The Whack-A-Mole model; Adding colliders to the scene; Creating the ball for the ball gun; Setting global gravity settings; Adding audio sources; Scripting the ball gun; Vuforia trackable event handler; Adding a Particles prefab; Scripting the mole character; Mask shader; Summary; Index.
Summary: Annotation While augmented reality has been around for years, it has never reached its full potential. Now, the vast majority of people are walking around with powerful smartphones that are perfectly suited to house the AR experience. This is the reason why the technology has become as popular as it is now. Augmented reality can deliver a level of immersion that is unrivalled by any other method of development, as it blends our reality with overlaid computer generated data. Developing AR Games for iOS and Android is a well-structured guide that introduces you to the augmented reality world using a step-by-step approach. It will help you understand how to create powerful AR apps using Unity as well as how to create immersive experiences for users. Developing AR Games for iOS and Android examines the structures of Vuforia and Unity and how they work together to create augmented reality. The book will introduce you to the structure of the Unity environment and how Vuforia facilitates creating AR apps. You will also see how easy it is to build a whole world in Unitys Editor. You will go through the process of using Vuforia prefabs like the AR camera and Image Target in Unity, where you can build the AR experience in a what-you-see-is-what-you-get fashion. In Developing AR Games for iOS and Android, you will learn both basic and advanced techniques that can be applied to achieve truly immersive AR apps and then how to deploy them on iOS and Android devices.
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Online resource; title from PDF title page (ebrary, viewed October 8, 2013).

Annotation While augmented reality has been around for years, it has never reached its full potential. Now, the vast majority of people are walking around with powerful smartphones that are perfectly suited to house the AR experience. This is the reason why the technology has become as popular as it is now. Augmented reality can deliver a level of immersion that is unrivalled by any other method of development, as it blends our reality with overlaid computer generated data. Developing AR Games for iOS and Android is a well-structured guide that introduces you to the augmented reality world using a step-by-step approach. It will help you understand how to create powerful AR apps using Unity as well as how to create immersive experiences for users. Developing AR Games for iOS and Android examines the structures of Vuforia and Unity and how they work together to create augmented reality. The book will introduce you to the structure of the Unity environment and how Vuforia facilitates creating AR apps. You will also see how easy it is to build a whole world in Unitys Editor. You will go through the process of using Vuforia prefabs like the AR camera and Image Target in Unity, where you can build the AR experience in a what-you-see-is-what-you-get fashion. In Developing AR Games for iOS and Android, you will learn both basic and advanced techniques that can be applied to achieve truly immersive AR apps and then how to deploy them on iOS and Android devices.

Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: What is Augmented Reality?; Definition of augmented reality; The forms of augmented reality; Smartphones and augmented reality; Immersion factor for delivering content; Vuforia SDK and how it helps in delivering the AR experience; Unity 3D and how it fits with Vuforia; Summary; Chapter 2: Setting Up the Environment; Downloading and installing Unity 3D; Downloading and installing Vuforia; Vuforia sample projects; Starting a Unity project; Unity scenes.

Importing packages in UnityUnity scene files; Trackable files; Build settings; Deploying for Android; Deploying for iOS; Summary; Chapter 3: Understanding Vuforia; Creating a Unity project with Vuforia; Vuforia prefabs; Importing and attaching 3D objects; Parenting in Unity objects; Summary; Chapter 4: Trackables and Tracking; What are trackables for image targets?; Creating image targets; Trackable score; What decides trackable score; Features definition; Enhancing score by enhancing contrast; Feature distribution on Image Targets; How to enhance distribution of features.

Patterns in Image TargetsExporting datasets to Unity; Summary; Chapter 5: Advanced Augmented Reality; Augmented reality games; Unity as a game engine; Setting up the environment; Whack-A-Mole game; Creating the ground for moles; The Whack-A-Mole model; Adding colliders to the scene; Creating the ball for the ball gun; Setting global gravity settings; Adding audio sources; Scripting the ball gun; Vuforia trackable event handler; Adding a Particles prefab; Scripting the mole character; Mask shader; Summary; Index.

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