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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

Well, this certainly had to be our busiest chapter yet, and we covered several items. First, we imported the standard assets for characters, cameras, and cross-platform input. Then, we added a player character into our map scene with a camera and touch input controls. We then wrote a new script for controlling the player character with the device's compass and GPS. After that, we determined that our GPS service needed a simulation mode and a way to track GPS readings over the map. We then imported a number of updated scripts and configured those to correctly move and animate the game character around the map. Finally, we decided the standard asset character was too bland for our tastes, and we spiced up the game by importing and configuring an iClone character.

In the next chapter, we will continue to explore gameplay and allow the player to interact with world objects. We will spawn the catch on the map and allow the player to track the creatures. This will require us...

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