A Beginner's Guide to Augmented Reality with Unity
4.6 (675 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
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A Beginner's Guide to Augmented Reality with Unity

Learn to Create Mobile AR Applications with Wikitude, Integrating ARKit & ARCore for iOS and Android.
Highest Rated
4.6 (675 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
5,694 students enrolled
Last updated 4/2020
English
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This course includes
  • 11 hours on-demand video
  • 6 articles
  • 28 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Integrate and program with an external SDK in Unity.
  • Create augmented reality applications that run on a mobile device.
  • Build simple, interactive mobile applications with augmented reality functions.
Course content
Expand all 55 lectures 10:55:21
+ Introduction
8 lectures 39:14

This short lecture provides and overview of the course content.

Preview 02:18

H3D has a bustling online student community.  Here's how to get involved.

Join the H3D Student Community
01:15
Important Information and FAQs
00:37

This video provides a quick overview of installing Unity and the necessary components for AR as well as its use.

Preview 20:00

By the end of this lecture you will have created your very own AR experience with Wikitude and Unity

Preview 10:59

In this challenge you are required to repeat the previous exercise by yourself with a new marker and model.

Challenge 1
02:43

This article explains Bundle IDs and why you need one.

What is a Bundle ID
00:48

This article will explain how to sign up to Wikitude and get a free educational license key.

Getting A Wikitude License
00:34
+ Building to Mobiles
5 lectures 18:56

This article will take you step by step through the process for building an iOS app with Unity and porting it to a mobile device.

Let's Build an iOS App with Unity
03:55

This article will take you step by step through the process for building an Android app with Unity and porting it to a mobile device.

Let's Build an Android App with Unity
02:50

In this lecture you can follow along as the AR App built in the challenge is pushed out to an iOS device.

Preview 08:25

In this lecture we will go step by step through the process of building the Dancing Granny AR app out to an Android device.

Building AR Experience to Android
03:14

This article outlines the necessary steps to successfully build to your device.

AR Mobile Build Cheat Sheet
00:32
+ 2D Image Recognition and Tracking
12 lectures 02:28:46

In this lecture we will take an overview of how AR works.

How it works (Camera Representation, Marker Detection, Post Estimation)
07:16

In this lecture we will step through the process for creating a marker from an image file.

Single Image Training & Detection
15:54

In this lecture we will take a look at a solution for adding an air guitar player with music to a beer mat used as an AR marker.

Pub Singer Solution
03:48

In this lecture we will examine how to give a better illusion that a virtual object is embedded in the real environment.

Shadows
09:55

In this lecture we will examine occluding virtual objects to make them appear as though they are behind or beneath real world objects.

Occlusion
19:47

In this video you will be presented with a challenge to create an AR experience with ghosts that appear to walk through walls.

Challenge: Ghosts Walking Through Walls
04:31

In this lecture we will add a mobile thumbstick to an AR application to move a character off it's marker and control it's animation.

Walking the Dinosaur
19:59

In this lecture we will modify the dinosaur experience to have the dinosaur move to a touch location in the environment and eat a hamburger.

Feeding the Dinosaur
18:45

In this lecture you will learn how to use multiple markers in a scene to introduce multiple augmented items.  As an example we will create a car magazine that augments three different drivable vehicles.

Multiple Image Training & Detection
15:46

In this lecture we will take a quick look at adding headlights to the cars and having them cast light into the augmented environment.

Lighting the Way
03:57

In this lecture we will investigate the use and detection of multiple markers in a scene and program into the Wikitude API to change car colours.

Tracking Multiple Markers Part 1
18:51

This lecture continues from the previous and shows how to change the colour of the car back to white when a marker disappears and ends by setting a challenge and providing a solution to turn the car lights on and off with a marker.

Tracking Multiple Markers Part 2
10:17
+ Image Tracker Projects
10 lectures 02:33:43

In this series of lectures we will work through the development of an AR spelling challenge experience.

Project 1: Spelling Challenge Part 1
19:59

This lecture continues working on the spelling challenge app and shows you how to add in the spell checker to determine if a word is right or wrong.

Project 1: Spelling Challenge Part 2
15:18

In this lecture we will add a celebratory animated character to the application to appear and cheer when a word is spelt correctly.

Project 1: Spelling Challenge Part 3
05:56

In this lecture we will begin making the spelling challenge a more complete game by adding multiple words displayed at random.

Project 1: Spelling Challenge Part 4
18:01

This lecture completes the spelling challenge app by programming in functionality to work through all words and bring up an end game.

Project 1: Spelling Challenge Part 5
11:44

In this project we will create a simple tower defence type application where all the characters and towers are augmented objects.  In this first part we will implement the trackable items and spawn the creepers.

Preview 17:48

In this lecture we will program the creepers to spawn as well as turn to a home location that will eventually remove the game object from the application.

Project 2: Tabletop Tower Defence Part 2
19:40

In this lecture we will program the gun tower to shoot bullets and target the creepers.

Project 2: Tabletop Tower Defence Part 3
19:44

In this lecture we will finish off the tower defence application by adding automatic aiming to the gun tower and enhancing the game with extra towers, a solid base and gun range setting.

Project 2: Tabletop Tower Defence Part 4
20:00

In this lecture we will add extra code to pick up any stray creeps that didn't find a tower using the previous code base.

Project 2: Challenge Gather Lost Goobs
05:33
+ Handling Multiple Trackers
3 lectures 41:59

In this lecture we will examine a way to extend the AR tracking to many more markers and organise them into logical groups for identification.

Multiple Trackers Part 1
17:33
Multiple Trackers Part 2
07:19

In this project we will use two markers to create a wall tap that spawns spheres that can be captured in a virtual cup positioned on a second marker.

Project 3: Beer Tap
17:07
+ GPS and Compass
5 lectures 01:16:01

In this lecture we will begin examining the how the GPS in a mobile device works and how to access it with Unity.

GPS & Compass Integration Part 1
19:59

In this lecture we will examine a way to have augmented content appear on the screen based on geographical location.

GPS & Compass Integration Part 2
13:29

In this lecture we will examine a method for calculating the distance in meters between GPS coordinates and use this value in an AR application.

GPS & Compass Integration Part 3
19:49

In this lecture we will cover how the built in compass of a mobile device works and use it to trigger different augmented objects.

GPS & Compass Integration Part 4
11:05

This lecture ends the section on GPS and Compass Integration by providing a solution to the compass challenge.

GPS & Compass Integration Part 5
11:39
+ 3D Object Recognition and Tracking
3 lectures 43:49

In this lecture we will use a real world 3D object to create an augmented reality marker.

Marker Training
13:51

In this lecture we will use a sphere along with a 3D object marker to have a moving object occluded in the scene when it goes behind the real world object.

3D Object Marker with Occlusion
18:57

In this lecture we will extend the use of 3D Object recognition to much larger scenes.

3D Scene Recognition
11:01
+ Markerless Tracking
7 lectures 02:00:05

In this lecture we will begin examining marker less tracking using SLAM.

Getting Started with Instant Tracking
19:50

In this lecture we continue working with markerless augmentation by adding virtual objects into the scene.

Markerless Tracking Part 2
18:29

In this video we will add physics interactions into a marker less world.

Adding Physics Simulations to a Markerless World
19:51

In this video we will complete working with turning the world on and off in time with the tracker.

Hiding and Showing Augmented Objects
06:40

In this lecture we will start adding code to spawn camera targeting animated zombies to the AR scene.

Spawning Attacking Zombies
20:00

In this lecture we will finalise the zombie bowling application by adding death animations to the characters and testing it out on a mobile device.

Bowling At Zombies
15:16

In this video you will be presented with a challenge to convert the markered version of the hamburger eating dinosaur into an instant tracking version.

Instant Pet Dinosaur Challenge
19:59
+ Final Word
2 lectures 12:47

Some final remarks from Penny.

A Final Word from Penny
01:31
Where to Now?
11:16
Requirements
  • An installation of the Unity Game Engine on Mac or PC
  • Confident C# Programming Skills
  • A recently modern mobile phone with either iOS or Android is required for building out AR experiences, though many can be seen inside the Unity Editor
  • A copy of the Wikitude SDK (freely available to enrolled students).
Description

Want to learn how to meld the real with the virtual?  Want to create engaging applications with direct links between the physical world and computerised information, 3D models and animations?  Want to learn how to use image pattern recognition to use digital camera feeds to control and orientate the virtual world?  Then this course on augmented reality is for you.

Augmented Reality is one of the hottest topics in computer science and now with the availability of high-powered mobile devices with their top quality cameras, the technology is literally in the palm of your hand.  Add the ease of use of the Unity Game Engine and Wikitude AR SDK, making such applications for yourself is a snap.  All students enrolled in this course are entitled to a free Wikitude student license.

In this course, Penny introduces augmented reality techniques using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Through-out the course you will follow along with hands-on workshops designed to teach you the fundamental techniques used for designing and developing augmented reality mobile applications.

From examining its earliest origins to understanding the mash-up of computerised environments with the real world, we will be creating numerous applications for iOS, Android, Mac and PC from simple games to location detection.

Learn how to program and work with:

  • iOS

  • Android

  • Wikitude SDK

  • 2D Image Recognition and Tracking

  • 3D Object Recognition and Tracking

  • Shadows, Lights and Occlusion Shaders for AR

  • Mobile GPS & Compass functions

  • Physics in AR

  • Simultaneous Localisation and Mapping (SLAM)

Contents and Overview

The course begins with a quick five minute workshop that will have you up and running with your first AR application visible in the Unity Editor.  It then introduces the nuances of working and pushing apps to both iOS and Android apps, so you can create AR experiences for your own mobile device.

Following this, 2D and 3D marker recognition and tracking are examined and both types of markers created to provide the beginnings of numerous AR projects (including singing beer coasters, drivable cars, pet dinosaurs, a children's spelling game and a tabletop tower defence game).

A section explaining the GPS and Compass functionalities is then included, to provide assistance in developing augmented content that can be activated and manipulated according to physical geographical locations, as well as the direction the mobile device is facing.

The course concludes with even more projects that this time implement the functionality of SLAM, the very technology underpinning the interface of Pokemon Go.

What students are saying about Penny's courses:

  • Penny is an excellent instructor and she does a great job of breaking down complex concepts into smaller, easy-to-understand topics.

  • Penny's teaching style is exceptionally well-motivated and illustrated.

  • This course is awesome. The lecturer explains everything you need to know and encourages you to experiment and challenge yourself.

Who this course is for:
  • Game designers and developers interested in implementing their own augmented reality experiences.
  • Mobile app creators wanting to integrate augmented reality into their projects.
  • Hobbiest Unity Game Engine Enthusiasts.