
Chapter 5: Creating a First Custom Component
Chapter in the book
Publisher:Mercury Learning and Information
Paid access
|Sep 2024Table of contents
Frontmatter
Contents
Preface
Acknowledgments
Chapter 1: Getting Started with Augmented Reality
Chapter 2: Visualizing the AR Environment and Components
Chapter 3: Exploring Tools and Development Platforms
Chapter 4: Up and Running with Unity 3D
Chapter 5: Creating a First Custom Component
Chapter 6: Refreshing C# Concepts with Unity
Chapter 7: Trying Out a First 3D Mobile App Development
Chapter 8: Building Marker-based AR Apps with Vuforia
Chapter 9: Developing Marker-based Dynamic AR Apps
Chapter 10: Marker-less AR Apps with ARKit and ARCore
Chapter 11: World-Scale AR App with Niantic Lightship
Chapter 12: Best Practices in Augmented Reality Application Design
Chapter 13: AR App Performance Optimization
Appendix: Answer Key for Chapter Questions
Index
19 chapters available
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PDF ISBN: 978-1-5015-1932-1 | E-Pub ISBN: 978-1-5015-1933-8 | Paperback ISBN: 978-1-5015-2258-1 | DOI: https://doi.org/10.1515/9781501519321
Publisher: Mercury Learning and Information
Copyright owner: © 2024 Walter de Gruyter GmbH, Berlin/Boston
Publication date: 2024
Language: English
Pages: 352
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