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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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Getting back to the map


Of course, at some point, you had to realize we would come back to the map. The map is a core and fundamental element to our location-based game. It provides the window to the alternate game reality, and yet, still provides a real-world reference for the player. Until now, the only hint we gave to this alternate world was by tracking and visualizing the monsters. However, our monsters are entirely random and do not adhere to any of the real world around them. In some way, this tarnishes the experience, but fixing the monster's behavior could be another book itself. In order to bring some real-world basis back to our virtual objects/places, we will use the Google Maps API to populate the map around the player.

Before we jump into adding new features to the game, let's spend some time fixing a couple issues we ignored at the end of the last chapter. Chances are, you noticed the problem if you played the game for a while. If you didn't though, the issue was that the GPS...

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