Augmented reality game development create your own augmented reality games from scratch with Unity 5

Create your own augmented reality games from scratch with Unity 5 About This Book 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 Pokémon Go Innovate and explore the latest and most pro...

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Detalles Bibliográficos
Otros Autores: Lanham, Micheal, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Birmingham, [England] : Packt 2017.
Edición:1st edition
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630078106719
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 Android
  • Building 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 character
  • Summary
  • 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 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
  • Optimizing the search
  • 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
  • Index.