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

Updating the Catch scene


When we implemented the new CRUD operations for storing our monsters in the Inventory, we broke the existing CatchSceneController script. If you recall, we deleted the old sample CreateMonster method and wrote a new method to just create a monster entry in the database. This means that not only do we need to fix our updated code, but we also need a way to instantiate new random monster properties.

As usual, before we fix the scene controller, let's address the matter of creating new random monster properties. The ideal solution here is to create a simple static class called a MonsterFactory that will randomly build the monsters. Follow the directions to build our new MonsterFactory script:

  1. Right-click (press Ctrl and click on a Mac) the Assets/FoodyGo/Scripts/Services folder in the Project window. From the context menu, select Create | C# Script. Rename the script MonsterFactory.
  2. Double-click on the new script to open it in the editor of your choice.
  3. Edit the file so...