Abstract
In our last chapter, we used both Cloud Points and Generated Planes to help the camera track the movement of the device. However, you may have noticed that our amazing cube continued to stay at the point of origin. While this may be okay for our first AR App, I’m sure in time you might want to create virtual objects that appear to be located on a physical object in the real world. To do this, we are going to use a feature of the Unity ARKit called hit testing. You may have also noted that the lighting of the GameObject on the screen of your iOS device is not consistent with the lighting in the real world; we are also going to address this issue in this chapter.
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© 2019 Allan Fowler
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Fowler, A. (2019). Hit Testing and Lighting. In: Beginning iOS AR Game Development. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4842-3618-5_4
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DOI: https://doi.org/10.1007/978-1-4842-3618-5_4
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Publisher Name: Apress, Berkeley, CA
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Online ISBN: 978-1-4842-3618-5
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