Augmented Reality Game Development

Create your own augmented reality games from scratch with Unity 5

Augmented Reality Game Development

Micheal Lanham

Create your own augmented reality games from scratch with Unity 5
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Book Details

ISBN 139781787122888
Paperback334 pages

Book Description

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

Chapter 1: Getting Started
Real-world adventure games
Getting into mobile development with Unity
Getting started with Unity
Summary
Chapter 2: Mapping the Player's Location
GIS fundamentals
GPS fundamentals
Summary
Chapter 3: Making the Avatar
Importing standard Unity assets
Summary
Chapter 4: Spawning the Catch
Creating a new monster service
Checking for monsters
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 feedback
Catching 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
Summary
Chapter 8: Interacting with an AR World
The Places scene
Google 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
Debugging
Remote debugging
Advanced debugging
Logging
CUDLR
Unity Analytics
Issues and solutions by chapter
Summary

What You Will Learn

  • Build a location-based augmented reality game called Foodie Go
  • Animate a player’s avatar on a map
  • Use the mobile device’s camera as a game background
  • Implement database persistence with SQLLite4Unity3D to carry inventory items across game sessions
  • Create basic UI elements for the game, inventory, menu, and settings
  • Perform location and content searches against the Google Places API
  • Enhance the game’s mood by adding visual shader effects
  • Extend the game by adding multiplayer networking and other enhancements

Authors

Table of Contents

Chapter 1: Getting Started
Real-world adventure games
Getting into mobile development with Unity
Getting started with Unity
Summary
Chapter 2: Mapping the Player's Location
GIS fundamentals
GPS fundamentals
Summary
Chapter 3: Making the Avatar
Importing standard Unity assets
Summary
Chapter 4: Spawning the Catch
Creating a new monster service
Checking for monsters
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 feedback
Catching 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
Summary
Chapter 8: Interacting with an AR World
The Places scene
Google 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
Debugging
Remote debugging
Advanced debugging
Logging
CUDLR
Unity Analytics
Issues and solutions by chapter
Summary

Book Details

ISBN 139781787122888
Paperback334 pages
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