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Augmented Reality Game Development

Augmented Reality Game Development

By : Micheal Lanham
5 (3)
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Augmented Reality Game Development

Augmented Reality Game Development

5 (3)
By: Micheal Lanham

Overview of this book

The heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokémon Go was a gamechanger that catalyzed the market and led to a massive surge in demand. Now is the time for novice and experienced developers alike to turn their good ideas into augmented reality (AR) mobile games and meet this demand! If you are keen to develop virtual reality games with the latest Unity 5 toolkit, then this is the book for you. The genre of location-based AR games introduces a new platform and technical challenges, but this book will help simplify those challenges and show how to maximize your game audience. This book will take you on a journey through building a location-based AR game that addresses the core technical concepts: GIS fundamentals, mobile device GPS, mapping, map textures in Unity, mobile device camera, camera textures in Unity, accessing location-based services, and other useful Unity tips. The technical material also discusses what is necessary for further development to create a multiplayer version of the game. At the end, you will be presented with troubleshooting techniques in case you get into trouble and need a little help.
Table of Contents (11 chapters)
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Summary

For this chapter, we started out by introducing what the genre of real-world adventure games is and why it has become so popular. We then went into more detail on the major components that comprise the genre and how we will be covering each component in the book. After that, we introduced the sample game Foody GO that we will be building as a sample real-world adventure game. Then, we dove headfirst into installing Unity and the required dependencies for building, deploying, and testing it on your mobile device. Finally, we created the Foody GO game project and added a simple splash screen.

In the next chapter, we will continue building on the Foody GO game project and start to add mapping. However, before we add maps to our game, we will cover some basics on GPS and GIS.

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