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


In this chapter, we jumped back to the map in order to add some new real-world located features to the game. Before we added the new features, we needed to fix some of the issues that had arisen from the changes we made toward the end of the last chapter. This required us to convert our GPS service to use the Singleton pattern. As part of the conversion, we took the opportunity to understand how the Singleton worked. Then, we spent some time reviewing the Google Places API, which is the web service we would use to locate places of interest around the player. This required us to create an API key and understand how to make requests against the service with Hurl.it. We used Hurl.it to test our queries and then understood how the results, returned as JSON, could be converted into C# objects at runtime using TinyJson. With our script imported and ready, we then set up the new service within the Map scene. Then, we constructed a better prototype of our place marker using 3D primitive...