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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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What this book covers

Chapter 1, Getting Started, introduces the concepts that make up the genre of location-based AR games and our fictional game, Foody Go. This will be followed by a walk-through of downloading all the required software and setting up your mobile development environment with Unity.

Chapter 2, Mapping the Player's Location, starts by introducing the fundamental concepts of GIS, GPS, and mapping. Then shows how those concepts are applied to generating a real-time map and plotting the player’s location in a game.

Chapter 3, Making the Avatar, builds on the previous chapter and transforms our simple location marker into a moving animated character. This allows the player to see their avatar move around the map as they move carrying their mobile device.

Chapter 4, Spawning the Catch, explains that the premise of Foody Go is about catching experimental monsters. In this chapters, we learn how to spawn the monsters around the player on the map.

Chapter 5, Catching the Prey in AR, ups the intensity by introducing integrated AR part of the game by accessing the device's camera, introduces physics for throwing balls, tracking player swiping, using creature reactions, and working with a new game scene.

Chapter 6, Storing the Catch, devoted to developing the player's inventory bag, which will hold all the Foody creatures they catch, and other useful items. Here, we walk the reader through adding persistent storage and adding a simple inventory scene.

Chapter 7, Creating the AR World, adds locations of interest around the player based on a real-time data service.

Chapter 8, Interacting with an AR World, allows the player to interact with the locations of interest. In our simple game, the player will be able to sell their caught monsters.

Chapter 9, Finishing the Game, provides the reader with the information on how to finish the game or better yet write their own location-based AR game. For the purposes of this book, we will only develop the demo Foody Go game.

Chapter 10, Troubleshooting, cover a number of troubleshooting tips and tricks to overcome those development obstacles. As with any software development exercise, problems always arise.

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