Museums are incorporating AR information into their exhibits. Businesses are pushing AR apps instead of paper or even web-based catalogs, and engineering firms are developing AR applications displaying their efforts to promote sustainability. Augmented reality, which is expected to become a multi-billion-dollar industry by 2020, is an exciting new medium that humanists cannot afford to ignore. Indeed, many researchers in the burgeoning subject of digital humanities are starting to look into how augmented reality might be used to engage with public areas, objects, images, and texts.
Digital artists have created AR applications for social campaigning and cultural impact since at least 2010.
Creation Process of AR in Unity3D
Unity is a powerful and complex game development platform that can create games for PC, consoles, and mobile devices. It is not intended solely for the creation of augmented reality applications. As a result, there are many detailed but essential instructions for navigating and manipulating the Unity interface in this session. Although some methods aren’t explicitly connected to augmented reality development, they can be applied to other Unity tutorials on Programming Historian or elsewhere.
However, before diving into Unity’s AR programming interface, you should know that there are other (far simpler) AR creation platforms accessible, such as HP Reveal. HP Reveal is a drag-and-drop AR authoring studio that allows users to add digital material to photographs.
Vuforia and Unity3D are two popular AR development platforms.
Vuforia is a powerful augmented reality construction engine that offers an easy-to-use platform for developing augmented reality apps for Android and iOS. Vuforia’s vast capability and compatibility with various tools have gained praise from the developers.
Because many AR apps contain the display of virtual 3D objects over the actual world, developing such apps necessitates the use of a 3D design tool that allows for the creation of such things, known as 3D models.
Unity3D, a sophisticated game engine that allows you to create 2D and 3D scenes, games, and simulations, is at the top of the list. For a long time, Vuforia and Unity3D have been utilized to create AR apps.
Unity3D has had built-in support for Vuforia since 2017, making it easy to create AR applications. Unity 3D 2017.2 and newer versions contain Vuforia support. Let’s look at how Vuforia and Unity3D may be used to create augmented reality.
Vuforia supports printable picture targets in this situation, which will cause 3D objects produced in Unity3D to emerge. Alternatively, you can specify the item that the app should recognize to generate AR content. You’ll need a Vuforia account and a Unity ID for this project. Vuforia also requires each application to have its license key. You can generate the license key by logging into the Vuforia Developer Portal and entering a unique key.
AR development in Unity3D –
Unity suggests using AR Foundation to get started with AR development since it allows you to create apps for Unity’s supported handheld and wearable AR devices.
Within Unity, the AR Foundation lets you work with augmented reality systems across several platforms. This package provides a user interface for Unity developers to use, but it does not include any AR functionality.
To use AR Foundation on any device, you must also download and install separate packages for each of the Unity-supported target platforms:
- Android ARCore XR Plug-in
- iOS ARKit XR Plug-in
- On Magic Leap, there is a Magic Leap XR Plug-in.
- HoloLens with Windows XR Plug-in
AR Foundation supports the following AR Game features in unity3d.
- Tracking device: Keep track of the device’s location and orientation in space.
- Raycast: A ray (specified by an origin and direction) intersects with a real-world feature detected and tracked by the AR device to determine where virtual content will show. You can use raycasting in your AR app with Unity’s built-in features.
- Detection of places: Identify horizontal and vertical surfaces by their size and position (e.g., coffee table, walls). These are referred to as “planes.”
- Reference points: Over time, keep track of the positions of planes and feature points.
- Point cloud detection: Use visually identifiable features in the acquired camera image to figure out where the device is concerning the rest of the world.
- Gesture: Recognize motions based on human hands as input events.
- Face tracking: Face landmarks, a mesh representation of observed faces, and shape information blend can all be used to feed into a facial animation rig. The Face Manager sets up devices for face tracking and generates GameObjects for each face that is identified.
- 2D tracking of images: Determine the presence of specified 2D images in the surroundings. All detected images are immediately represented by GameObjects created by the Tracked Image Manager. An AR application can be changed based on the presence of specific photos.
- 3D tracking of objects: Import digital representations of real-world objects and detect them in the environment in your Unity application. For each recognized physical object, the Tracked Object Manager creates GameObjects, allowing applications to modify based on the presence of specific real-world items.
- Environment probes: Detecting lighting and color information in specific sections of the environment, which aids in the smooth integration of 3D material with its surroundings. This Manager uses this information to produce cubemaps in Unity automatically.
- Meshing: Create triangle meshes that correlate to physical space, allowing you to interact with and visually overlay representations of the physical environment.
- 2D and 3D tracking of the body: Humans in the camera frame are shown in 2D (screen-space) or 3D (world-space) representations. Humans are represented in 2D detection by a hierarchy of seventeen joints with screen-space coordinates. Humans get represented by a hierarchy of ninety-three joints with world-space transforms for 3D detection.
- Human segmentation: The Human Body Subsystem provides human stencil and depth segmentation images to apps. The stencil segmentation image determines whether a person is present in each pixel. Each pixel in the depth segmentation image corresponds to an identified human and has an estimated distance from the device. Combining these segmentation photos generated real-world persons can realistically obscure 3D material.
- Occlusion: Distance is applied to physical items in produced 3D content, resulting in a realistic mixture of physical and virtual elements.
- Tracking of participants: In a shared AR session, keep track of the position and orientation of other devices.
AR Game Development Trends in Unity3D
You can push the boundaries of your imagination with Unity’s industry-leading developer experience, tools created for AR and VR makers, and countless AR/VR partnerships.
Unity is used to create games for a variety of platforms, and it makes a significant impact. Having the similar element of the editor and numerous tools can be the difference between launching the game or not, whether designing for AR or now as we try to bring our first product to PlayStation VR. Unity enables us to test concepts swiftly and create optimized games with stunning graphics for various platforms. In the end, it aids us in bringing more games to the table.
- AR Foundation: A framework designed specifically for AR development that allows you to create rich experiences once and then deploy them across various mobile and wearable AR devices. This unified workflow combines essential elements from ARKit, ARCore, Magic Leap, and HoloLens and unique Unity features to allow you to create sophisticated apps that can be distributed internally or on any app store.
- Unity MARS: Unity MARS is a Unity addon that fulfills the promise of augmented reality by allowing creators to create applications that intelligently interact with any real-world environment.
- HDRP (High-Definition Render Pipeline) and URP (Universal Render Pipeline) for Virtual Reality: HDRP for VR is designed for high-end PCs, allowing for amazing visuals without compromising performance. We’ve also developed URP for VR, a single-pass forward rendering loop optimized for mobile hardware performance. We offer a tool to assist you in achieving the best level of graphical fidelity while continuing to optimize for efficiency, no matter what head-mounted display (HMD) you’re targeting.
- Spatial Audio: Integrate support for ambisonic audio clips, a full-sphere surround sound method, to give users a sense of presence in VR. Rotate sound fields in response to the listener’s head rotation and orientation.
- Particle system: Realize your vision and take charge of your virtual reality performance. Particles may be used for broader effects and animations than ever before, including lighted lines and trails. Using the Collision module, use improved batching of Particle Systems, align particles to their velocity direction, and apply forces to the colliders they impact.