Augmented Reality Game Development.
Create your own augmented reality games from scratch with Unity 5. Create your own augmented reality game from scratch and join the virtual reality gaming revolution. Use the latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go. Innovate and explore the latest and most promising trend...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Packt Publishing,
2017.
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Edición: | 1. |
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover ; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Customer Feedback; Table of Contents; Preface; Chapter 1: Getting Started; Real-world adventure games; Location-based; Augmented Reality; Adventure games; Introducing Foody GO; Source code; Getting into mobile development with Unity; Downloading and installing Unity; Setting up for Android development; Installing the Android SDK; Connecting to your Android device; Setting up for iOS development; Getting started with Unity; Creating the game project; Building and deploying the game.
- Building and deploying to AndroidBuilding and deploying to iOS; Summary; Chapter 2: Mapping the Player's Location; GIS fundamentals; Mapping; GPS fundamentals; Google Maps; Adding a map; Creating the map tile; Laying the tiles; Understanding the code; Setting up services; Setting up CUDLR; Debugging with CUDLR; Setting up the GPS service; Summary; Chapter 3: Making the Avatar; Importing standard Unity assets; Adding a character; Switching the camera; Cross-platform input; Fixing the input; GPS location service; Map tile parameters; GPS simulation settings; Character GPS compass controller.
- Swapping out the characterSummary; Chapter 4: Spawning the Catch; Creating a new monster service; Understanding distance in mapping; GPS accuracy; Checking for monsters; Projecting coordinates to 3D world space; Adding monsters to the map; Tracking the monsters in the UI; Summary; Chapter 5: Catching the Prey in AR; Scene management; Introducing the Game Manager; Loading a scene; Updating touch input; Colliders and rigidbody physics; Building the AR Catch scene; Using the camera as our scene backdrop; Adding the catching ball; Throwing the ball; Checking for collisions.
- Particle effects for feedbackCatching the monster; Summary; Chapter 6: Storing the Catch; Inventory system; Saving the game state; Setting up services; Reviewing code; Monster CRUD operations; Updating the Catch scene; Creating the Inventory scene; Adding the menu buttons; Bringing the game together; Mobile development woes; Summary; Chapter 7: Creating the AR World; Getting back to the map; The Singleton; Introducing the Google Places API; Using JSON; Setting up the Google Places API service; Creating the markers; Optimizing the search; Summary; Chapter 8: Interacting with an AR World.
- The Places sceneGoogle Street View as a backdrop; Slideshow with the Google Places API photos; Adding UI interaction for selling; The game mechanics of selling; Updating the database; Connecting the pieces; Summary; Chapter 9: Finishing the Game; Outstanding development tasks; Missing development skills; Cleaning up assets; Releasing the game; Problems with location-based games; Location-based multiplayer game; Firebase as a multiplayer platform; Other location-based game ideas; The future of the genre; Summary; Chapter 10: Troubleshooting; Console window; Compiler errors and warnings.