Sign In Start Free Trial
Account

Add to playlist

Create a Playlist

Modal Close icon
You need to login to use this feature.
  • Augmented Reality Game Development
  • Toc
  • feedback
Augmented Reality Game Development

Augmented Reality Game Development

By : Micheal Lanham
5 (3)
close
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)
close

Checking for monsters

Great, now that we understand how to determine distance and how GPS accuracy can alter trilateration of location, it is time to start tracking the monsters around the character. For now, we will use a simple method to randomly place monsters around the player. In a future chapter, we will locate monsters with the help of a web service.

At this point, we have already covered a fair amount of scripting, and we have more to do by the end of the chapter. Also, the scripting changes we need to make are more intricate and prone to mistakes. So, in order to avoid putting you through that turmoil, we will import the next section of changes. For the rest of this chapter, we will switch between manual edits and script imports wherever appropriate. Perform the following instructions to do the first script asset import:

  1. From the Unity editor menu, select AssetsImport PackageCustom Package...
  2. When the Import package... dialog opens, navigate to where you placed the...
bookmark search playlist download font-size

Change the font size

margin-width

Change margin width

day-mode

Change background colour

Close icon Search
Country selected

Close icon Your notes and bookmarks

Delete Bookmark

Modal Close icon
Are you sure you want to delete it?
Cancel
Yes, Delete