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

Catching the monster


We have now come to the culmination of our scene: catching the monster. The monster can be hit by the ice balls, and the balls explode on impact, but nothing happens to the monster. If you recall, the player throws the ice balls at the monster in order to freeze them. What we will do then is add a script to slow down our monster with each ice ball hit, and when the monster is hit enough times, it will freeze. Perform the following directions to add and review the script:

  1. From the menu, select GameObject | UI | Canvas. This will add a new Canvas and EventSystem objects to the scene. Delete the EventSystem and rename the CanvasCaught_UI. Reparent the Caught_UI object to the CatchScene object.
  2. Select the Caught_UI object in the Hierarchy window, and from the menu, select GameObject | UI | Text. Rename the new Text object Frozen, and set the Rect Transform and Text component parameters in the Inspector window to match the following screenshot:

    The Frozen component settings...