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 has been an intense chapter dedicated to building the Places scene as a venue for the player to interact with the game world mixed with some of the virtual world. We started by building the foundation of the scene. Then, we moved on to incorporating the Google Street View images as our scene backdrop in order to provide a deeper sense of real-world interaction with the game. From there, we enhanced the marker sign with photo slideshow provided by Google Places Photos and other elements, such as the name, rating, and price. Now that we gathered detailed information about the place, we added the buttons for interaction and dialogs. This gave us some extensive experience working with the Unity uGUI elements, including using layouts to stack elements. After getting the interactive elements in place, we moved on to understanding how the game mechanics of selling worked. That led us to upgrade the inventory database with new tables and CRUD methods for inventory items and the player...