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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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Colliders and rigidbody physics


Until now, we were avoiding the discussion of physics, but our game has been using the Unity physics engine ever since we added a character to the scene. The Unity physics engine comes in two parts: one for 2D, and the more complex 3D. A physics engine is what brings life to a game and makes the game environment more natural. Developers can then leverage this engine to quickly and easily add new objects to the world that automatically react naturally. Since we already have a good working example of a game object using the physics engine, we will take a look at that:

  1. In Unity, make sure that the Map scene is loaded.
  2. In the Hierarchy window, expand the MapScene object. Then, select the Player object. Double-click on the Player object to frame it in the Scene window.
  3. Take a look at the Scene window and at the green capsule wrapped around your iClone character. In the Inspector window, check the Rigidbody and Capsule Collider components; the following is a screenshot...

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