Book Image

Augmented Reality Game Development

By : Micheal Lanham
Book Image

Augmented Reality Game Development

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 (17 chapters)
Augmented Reality Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface

CUDLR


If you have already covered a couple of chapters in this book, you may be familiar with CUDLR, which is an excellent remote logging, debugging, and inspection tool. For those of you that missed the CUDLR setup in Chapter 2, Mapping the Player's Location, no worries, as we will do a review of the setup here. Of course, if you are here because of issues with CUDLR, refer to the final section in this chapter, Issues and Solutions by Chapter.

CUDLR is a remote console that runs through an internal web server created within your game. It uses the same technique we used to output the log output, but it also provides for object inspection and even customization. Use the following instructions to set up CUDLR (if you have already done this, you may want to just skim over this section):

  1. If you have not already set up the Chapter 10 project, then open a new Unity project and import Chapter10.unitypackage from the Chapter_10_Assets folder of the books downloaded source code.
  2. Open the Main scene...