Identifying the AR Marker

We need to tell the AR Controller what target data to use for tracking. For this little demo, we will use the example gibraltar.jpg image we printed earlier. The data for this image is already included in the ARToolkit assets that we imported at the start, and is located in the Assets/StreamingAssets folder.

Add an ARMarker component to the ARController:

  1. In the Hierarchy, select your ARController, then select a script named ARMarker.

Now we need to set the ARMarker parameters:

  1. We need to give it a tag name, say gibraltar, and enter that text into the Marker Tag field.
  2. For Type, select NFT as the target type, because we're going to be tracking an image.
  3. Then, for NFT Dataset Name, enter gibraltar. This is actually the name of the dataset found in the StreamingAssets folder and, conveniently, is the same as our image!

The controller's ARMarker pane should now look like this (the actual UID may vary):

NFT is an acronym for natural feature tracking (introduced in Chapter 1, Augment Your World), a fancy way of saying an image, usually a .jpg or .png file, that has sufficient irregular detail so that the software can track it as it moves from one video frame to another.
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