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

Updating the database


As you likely noticed when testing the Places scene UI, you can't actually sell a monster just yet. That is because we need to add a few new tables to our database (Inventory). Fortunately, as you may recall that since our database is an ORM (object relational mapping), the work of creating new tables is quite painless.

So, open up the InventoryService script located in the Assets/FoodyGo/Scripts/Services folder, in the editor of your choice. Scroll down to the CreateDB method, and look for the new section following code after the highlighted line to create the new tables in the database:

 Debug.Log("DatabaseVersion table created."); //look for this line to start 
  //create the InventoryItem table 
  var iinfo = _connection.GetTableInfo("InventoryItem"); 
  if (iinfo.Count > 0) _connection.DropTable<InventoryItem>(); 
  _connection.CreateTable<InventoryItem>(); 
  //create the Player table 
  var pinfo = _connection.GetTableInfo...