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

Checking for collisions


So far, the player can throw the ball at the monster, with little effect. If you managed to hit the monster in your testing, you likely noticed the ball just bounces off, which is certainly not the result we are looking for. What we need now is a way of detecting when the ball hits the monster, or the plane for that matter. Fortunately, the Unity physics engine has a couple of methods to determine when an object collides with another object. Here are the standard options:

  • OnCollisionEnter: The object has a collider, which makes contact with another game object that also has a collider. The objects will make contact and then push away from each other depending on the force of the collision, and if either or both objects have a rigidbody attached. An object does not need a rigidbody in order to collide, but it does need a collider, as we have seen.
  • OnTriggerEnter: This occurs when an object has a collider, but the collider is set to be a trigger. A collider set to be...