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Augmented reality game development : create your own augmented reality games from scratch with Unity 5 / Micheal Lanham.

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Format:
Book
Author/Creator:
Lanham, Micheal, author.
Language:
English
Subjects (All):
Unity (Electronic resource).
Video games--Programming.
Video games.
Video games--Design.
Computer graphics.
Physical Description:
1 online resource (326 pages) : illustrations
Edition:
1st edition
Place of Publication:
Birmingham, [England] : Packt, 2017.
System Details:
text file
Biography/History:
Lanham Micheal: 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.
Summary:
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 promising trend of AR gaming in the mobile gaming industry Who This Book Is For This 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. 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 In Detail 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. Style and approach This book shows you how to...
Contents:
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
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
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
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
Chapter 6: Storing the Catch
Inventory system
Saving the game state
Reviewing code
Monster CRUD operations
Updating the Catch scene
Creating the Inventory scene
Adding the menu buttons
Bringing the game together
Mobile development woes
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
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
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
Chapter 10: Troubleshooting
Console window
Compiler errors and warnings
Debugging
Remote debugging
Advanced debugging
Logging
CUDLR
Unity Analytics
Issues and solutions by chapter
Index.
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed March 2, 2017).
OCLC:
972160702

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