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

Summary


This chapter was all about fixing issues and resolving problems you may encounter in this book or during typical development. We started by looking at the first place you should always look when anything goes wrong in Unity, the Console. From there, we jumped to looking at some typical errors and warnings that may stop you cold in development. This took us into debugging and then remote debugging scripts from your code editor. This was followed by a further look at the logging capabilities in Unity, where we finished with an example of a custom log handler. This took us back to reviewing CUDLR as our local/remote console that we can connect to any platform and track log messages, or even inspect objects. Having spent so much time reviewing logging-development tools, we also looked at using Unity Analytics to capture error/exception messages when the game is released. Finally, we reviewed a list of potential issues and solutions that you may encounter while building the demo game...