AR development in Unity

Augmented Reality (AR) involves a new set of design challenges compared to VR Virtual Reality More info
See in Glossary or traditional real-time 3D applications. By definition, an augmented reality app overlays its content on the real world around the user. To place an object in the real world, you must first determine where to place for it. For example, you may want to place a virtual painting on a physical wall. If you place a virtual potted plant, you might want it on a physical table or the floor. An AR app receives information about the world from the user’s device, such as the locations of planar surfaces, the detection of objects, people, faces, and so on; and must decide how to use this information to create a good experience for the user.

When you open a typical AR scene A Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary in Unity, you will not find many 3D objects A 3D GameObject such as a cube, terrain or ragdoll. More info
See in Glossary in the scene or the Hierarchy view. Instead, most GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary in the scene define the settings and logic of the app. 3D content is typically created as prefabs An asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary that are added to the scene at runtime in response to AR-related events.

A typical AR scene in Unity

A typical AR scene in the Unity Editor

Basic AR scene elements

A basic AR scene contains the following GameObjects and components: