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

The Places scene


This scene will be another point where we want to mix the content of our alternate game world with the real world. Like the Catch scene, where our AR interaction was a game world on top of the real world, we will do something similar, but this time using a backdrop from Google Street View. We will also use real-world photos of the places within our markers in order to augment our game reality.

Let's get started by creating the new scene and putting the main base elements in place, as follows:

  1. Open up the FoodyGo project from where we left in the previous chapter. If you have jumped ahead, you will need to consult the section on restoring the project from the downloaded source code.
  2. Type Ctrl + N (command + N on Mac) to create a new scene.
  3. Type Ctrl + S (command + S on Mac) to save the scene. Save the scene as Places.
  4. Type Ctrl + Shift + N (command + shift + N on Mac) to create a new empty Game Object. Rename the object PlacesScene and reset the transform to zero.
  5. Drag the Main...