
Augmented Reality Game Development
Create your own augmented reality games from scratch with Unity 5
Micheal Lanham(Author)
Packt Publishing
Published on 20. January 2017
Book
Paperback/Softback
334 pages
978-1-78712-288-8 (ISBN)
Description
Create your own augmented reality games from scratch with Unity 5
Key Features
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 of AR gaming in the mobile gaming industry
Book DescriptionThe heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon 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.
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
Who this book is forThis book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development.
Key Features
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 of AR gaming in the mobile gaming industry
Book DescriptionThe heyday of location-based augmented reality games is upon us. They have been around for a few years, but the release of Pokemon 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.
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
Who this book is forThis book is for those who have a basic knowledge of game development techniques, but no previous knowledge of Unity is required. Some basic programming knowledge would be desirable, but the book is an introduction to the topic. The book is also suitable for experienced developers new to GIS or GPS development.
More details
Language
English
Place of publication
Birmingham
United Kingdom
Dimensions
Height: 235 mm
Width: 191 mm
Thickness: 19 mm
Weight
625 gr
ISBN-13
978-1-78712-288-8 (9781787122888)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Person
Micheal Lanham is a proven software and tech innovator with 20 years of experience. During that time, he has developed a broad range of software applications in areas such as games, graphics, web, desktop, engineering, artificial intelligence, GIS, and machine learning applications for a variety of industries as an R&D developer. At the turn of the millennium, Micheal began working with neural networks and evolutionary algorithms in game development. He was later introduced to Unity and has been an avid developer, consultant, manager, and author of multiple Unity games, graphic projects, and books ever since.
Content
Table of Contents
Getting Started
Mapping the Players Location
Making the Avatar
Spawning the Catch
Catching the Prey in AR
Storing the Catch
Creating the AR World
Interacting with an AR World
Finishing the Game
Troubleshooting
Getting Started
Mapping the Players Location
Making the Avatar
Spawning the Catch
Catching the Prey in AR
Storing the Catch
Creating the AR World
Interacting with an AR World
Finishing the Game
Troubleshooting