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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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Connecting the pieces

With the Places scene complete, now we need to integrate the scene back into the Gamescene. Perform the following instructions to configure the Places scene so that it can be loaded by the GameManager:

  1. From the Assets folder in the Project window, drag the Game scene into the Hierarchy window.
  2. Select the Inventory service in the Places scene, and note what you set the Inventory Service - Database Version to in the Inspector window. Then, select the Inventory service in the Game scene and change the Inventory Service - Database Version to match.

    Note

    If we did not do this step, the database may get corrupted and just wipe itself clean with the updated objects. This is not so critical at this point, but would be very inconvenient to any users if you were creating an update of the game.

  3. Since we only need one Inventory service, select the Inventory service object in the Places scene and press delete to remove it. Select and delete the Event System object in the Places scene...
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