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Home > Computer programming / software engineering > Games development and programming > Augmented Reality Game Development: Create your own augmented reality games from scratch with Unity 5
Augmented Reality Game Development: Create your own augmented reality games from scratch with Unity 5

Augmented Reality Game Development: Create your own augmented reality games from scratch with Unity 5


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About the Book

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 Pokémon 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 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. 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.

Table of Contents:
Table of Contents

  1. Getting Started
  2. Mapping the Players Location
  3. Making the Avatar
  4. Spawning the Catch
  5. Catching the Prey in AR
  6. Storing the Catch
  7. Creating the AR World
  8. Interacting with an AR World
  9. Finishing the Game
  10. Troubleshooting


About the Author :
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.


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Product Details
  • ISBN-13: 9781787124523
  • Publisher: Packt Publishing Limited
  • Publisher Imprint: Packt Publishing Limited
  • Language: English
  • Sub Title: Create your own augmented reality games from scratch with Unity 5
  • ISBN-10: 1787124525
  • Publisher Date: 20 Jan 2017
  • Binding: Digital (delivered electronically)
  • No of Pages: 334


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