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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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Bringing the game together


Wow, now that our game consists of five scenes, it is time to bring everything together in a full game. There are just a couple of things we need to do in order to get everything connected. Perform the following instructions to configure the build settings and test the game:

  1. Open the Game scene within the editor; this will be our starting scene now.
  2. From the menu, select File | Build Settings to open the Build Settings dialog. Drag the scenes from the Assets folder in the Project window to Scenes in Build area. Reorder the scenes by dragging them around so that they match this screenshot:

    Scenes in build

  3. Build and deploy the game to your mobile device and test it. Play the game and try catching monsters, checking the inventory, and so on.

The game runs well, and there are a few bugs, but the one thing you may immediately notice is that the buttons and inventory items are not the same size we designed for. Not to worry, we will deal with the UI scaling issue in the...

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