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

Debugging


Unity provides a great interface in the editor for watching and editing the state of game objects and components while your game is running. While this will likely be the way you can debug most of your game, you may still encounter times where logic in a script needs a finer look. Fortunately, Unity also provides an excellent set of tools to allow you to debug your scripts in the editor while your game is running. Let's look at how you might start a debugging session:

  1. Open Unity with an empty project.

    Note

    If you are using Visual Studio, this exercise assumes that you have already installed the tools extension and configured the editor preferences.

  2. From the menu, select Assets | Import Package | Custom Package... and navigate to the Chapter_10_Assets folder in the book's downloaded source code. Select Chapter10.unitypackage and click on Open.
  3. The package is small, so it should import quickly. Click on the Import button on the Import Unity Package dialog to continue.
  4. Locate the Main...