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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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Chapter 4. Spawning the Catch

Now that we have our player moving around the real and virtual world, it is time to get into other aspects of our game. If you recall, in Foody GO, players need to catch the foody monsters. Foody monsters are genetically engineered lab accidents. These monsters now wander everywhere and also happen to be amazing cooks and chefs. After a monster is caught, the player can train it to be a better cook or take it to restaurants to work and earn points. With that bit of background established, in this chapter we will work toward spawning and tracking the monster creatures around the player.

This chapter will be a mix of working with Unity and writing or editing new scripts. The design of our game is unique enough that we cannot rely on standard assets anymore. Also, we have previously avoided the complexities of GIS and GPS math in order to not bog us down. Instead, we opted to only briefly mention the GIS library functions. Fortunately, you should have...

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