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

Adding UI interaction for selling


As described at the beginning of the chapter, players will sell their monsters by going to a place and then initiating a sale by clicking on a button. The place or restaurant will then examine the player's monsters and offer a price for what it considers the best. A player can then accept the offer by clicking on a Yes button or refuse by clicking on a No button. Even with this very simple workflow, there are still a lot of elements we will need to put together, most of which will be UIs.

We will break down building the UI into sections so that it is easier to follow. The first part we will work on is adding the UI canvas and the primary buttons by performing the following directions:

  1. From the menu, select GameObject | UI | Canvas. Rename the new canvas UI_Places. If you have been counting, that is our third canvas in the scene, with each rendering to a different space (Screen Space-Overlay, Screen Space-Camera and World Space).
  2. Select the new canvas, and in...