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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. 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. In this lecture you can follow along as the AR App built in the challenge is pushed out to an iOS device. In this lecture we will go step by step through the process of building the Dancing Granny AR app out to an Android device. 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.

In this lecture we will examine how to give a better illusion that a virtual object is embedded in the real environment. In this lecture we will examine occluding virtual objects to make them appear as though they are behind or beneath real world objects. In this video you will be presented with a challenge to create an AR experience with ghosts that appear to walk through walls. 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.

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.

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

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

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. In this lecture we will add a celebratory animated character to the application to appear and cheer when a word is spelt correctly. In this lecture we will begin making the spelling challenge a more complete game by adding multiple words displayed at random.

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

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. 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. 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. 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.

In this lecture we will begin examining the how the GPS in a mobile device works and how to access it with Unity. In this lecture we will examine a way to have augmented content appear on the screen based on geographical location. 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.

In this lecture we will cover how the built in compass of a mobile device works and use it to trigger different augmented objects. This lecture ends the section on GPS and Compass Integration by providing a solution to the compass challenge. 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. In this lecture we continue working with markerless augmentation by adding virtual objects into the scene.

In this video we will complete working with turning the world on and off in time with the tracker. In this lecture we will start adding code to spawn camera targeting animated zombies to the AR scene. 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.

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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. Want to learn how to meld the real with the virtual?

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