Augmented Reality Game Development
图书信息
| 作者 | Micheal Lanham |
| 出版社 | Packt Publishing |
| ISBN | 9781787124523 |
| 出版时间 | 2017-01-01 |
| 字数 | 131.4万 |
| 分类 | 进口书,外文原版书,电脑,网络 |
读书简介
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 create every step of the game and gives practical examples.
目录
Augmented Reality Game Development
Augmented Reality Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Why subscribe?
Customer Feedback
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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
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
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
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
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
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
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
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
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
10. Troubleshooting
Console window
Compiler errors and warnings
Debugging
Remote debugging
Advanced debugging
Logging
CUDLR
Unity Analytics
Issues and solutions by chapter
Summary
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