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...
Otros Autores: | |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham, [England] :
Packt
2017.
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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.