
Build AR Apps with Unity
Build Interactive AR Portfolios with Image TrackingBy Theo QuillLength7h 56m
About this audiobook
augmented reality unity book and AR Foundation projects. Ready to build augmented reality apps with Unity? This project-driven guide takes you from setup to a working app, covering tracking, placement, and interaction with AR Foundation. No prior AR experience needed—just a passion for creating immersive experiences. You'll learn to place virtual objects, handle user input, and optimize performance, all while building a complete AR app step by step. Whether you're a beginner or a pro, this book turns theory into practice.
Dive into hands-on projects that teach you to integrate real-world environments with digital content. Master plane detection, image tracking, and gesture recognition. Each chapter builds on the last, ensuring you grasp core concepts before moving to advanced features. By the end, you'll have a polished AR app ready for deployment.
Why this book? It focuses on practical outcomes, not just theory. You'll avoid common pitfalls and learn industry best practices. The code is fully explained, and every project is designed to be extensible for your own ideas. Perfect for indie developers, students, or anyone curious about AR.
Get started with Unity and AR Foundation today. This book is your shortcut to creating engaging augmented reality experiences. Compare it to other tech guides like The Other Wes Moore: One Name, Two Fates and You Deserve Each Other—but this one is purely about building AR apps.
This hands-on Other guide is written to be used at the keyboard: every concept is paired with something you can run, adapt, and keep. You move from first principles to real, working results, with the common errors and fixes called out along the way so you are never stuck for long.
Audiobook details
GenreTechnology
Length7 hrs 56 mins
Narrated byListen with 1,000+ voices
FormateBook with Audio
LanguageEnglish
Table of contents
1Build AR Apps with Unity
2Preface
3Chapter 1 — Project Kickoff: Your AR Portfolio Vision
4Chapter 2 — AR Foundations: How Image Tracking Works
5Chapter 3 — Setting Up the Development Environment
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6Chapter 4 — Unity Essentials: Scene Setup and 3D Objects
7Chapter 5 — Your First Target: Building a Smart Business Card
8Chapter 6 — Adding Interactive Content: 3D Models and Buttons
9Chapter 7 — Animation Basics: Bringing Your Card to Life
10Chapter 8 — Expanding to a Book: Multi-Target Tracking
11Chapter 9 — Designing Book Pages as AR Scenes
12Chapter 10 — Advanced Image Recognition: Tracking Multiple Images
13Chapter 11 — Scripting Interactions: Tap, Swipe, and Hover
14Chapter 12 — Integrating Video and Audio into Your Book
15Chapter 13 — Creating a 3D Portfolio Gallery Within the Book
16Chapter 14 — Optimizing Performance for Mobile AR
17Chapter 15 — Polishing the User Interface and User Experience
18Chapter 16 — Testing and Debugging on Real Devices
19Chapter 17 — Deploying to App Stores (iOS and Android)
20Chapter 18 — Next Steps: Extending Your Portfolio with Advanced Features