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 was an especially long chapter, but we covered a lot of material and essentially completed a mini-game within our game. First, we talked about scene management, with the loading and transitioning between scenes. A Game Manager was introduced in order to coordinate game activity. Then, we covered touch input, physics, and colliders as part of the player initiating an attempt to catch a monster. This was essential in transitioning us to create a new AR Catch scene. As part of our AR integration, we spent some time understanding how to integrate the device camera into the scene backdrop. We then added the ice ball to our scene and covered how to throw the ball using touch input and physics. After that, we spent some more time discussing colliders and how to script collision reactions. From there, we added the pizzazz to the scene with particle effects, triggered by collision reactions. Finally, we added the catch scene controller script to manage the monster's reaction on being...