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

Creating the Inventory scene


The great thing about dividing the game content into scenes is our ability to develop and test each functional piece in isolation. We don't have to worry about other game start-up, events, or functionality slowing down our development. Yet, at some point, we need to bring all those pieces together, and it is important to frequently test the whole game, as well.

Before we start working on the Inventory scene, we will do another full reset import of all scripts, as we have done in the previous chapters. This means we will be importing several new and updated scripts and won't be able to cover the extensive changes in detail. We won't have time in the remaining chapter to highlight any interesting code but it is recommended that you wander through the code at your leisure. For those who have made your own changes to the scripts, it is recommended that you back those items up on your own. Follow the directions here to do the asset import:

  1. Save your scene and project...