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

Chapter 2. Mapping the Player's Location

The core of most real-world games is the location-based map. That integration of the player's real-world position mapped into the virtual world extends the game's virtual elements into the real world, allowing players to explore the world around them with a new perspective and sense of exploration.

In this chapter, we will take our first steps to understanding how to integrate maps into a Unity game. However, before working with Unity, we will cover the basics of GIS and GPS. This will allow us to establish some simple definitions and background for what can be complex topics. After that, we will dive back into Unity and add a location-based map, a basic character, and free look camera to our Foody GO project. Even though we are dealing with advanced concepts, we will keep things simple for now and avoid getting into any code. Of course, more advanced readers with a background in GIS have the options to explore the code at their leisure.

Here is a quick...