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

Loading a scene


As mentioned, we won't have time to look at the code changes in the level of detail we previously did. Yet, we don't want to entirely miss important coding patterns, which means we will still review sections or lines of code of importance. In this first import of the GameManager script, the important section of code we want to review is just how the scene is loaded. Perform the following instructions to review the code:

  1. Open the GameManager script from the Project window by locating the file in the Assets/FoodyGo/Scripts/Managers folder and double-clicking on it. This will open the editor of your choice, or MonoDevelop as the default.
  2. Scroll down to the DisplaySplashScene method. This section of code shows the important patterns we want to highlight. The method is shown here for those not able to open a script editor:

            //display the Splash scene and then load the game start scene 
            IEnumerator DisplaySplashScene() 
            { 
              SceneManager...