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Augmented Reality for Developers

You're reading from   Augmented Reality for Developers Build practical augmented reality applications with Unity, ARCore, ARKit, and Vuforia

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Product type Paperback
Published in Oct 2017
Publisher Packt
ISBN-13 9781787286436
Length 548 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Krystian Babilinski Krystian Babilinski
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Krystian Babilinski
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Toc

Table of Contents (10) Chapters Close

Preface 1. Augment Your World FREE CHAPTER 2. Setting Up Your System 3. Building Your App 4. Augmented Business Cards 5. AR Solar System 6. How to Change a Flat Tire 7. Augmenting the Instruction Manual 8. Room Decoration with AR 9. Poke the Ball Game

Boxball game graphics


For our game we need a ball, a goal, and a court floor. The BallGameArt assets (in the package for this chapter available from the publisher) provide a variety of ball game graphics, which we will integrate into the project later. For now, we'll first make a simple set of white-box graphics to use during development. We'll call this game BoxBall.

Note

White box, or block design, is a design method used in early stages of game level design, using simple geometric forms. By omitting details that do not affect object behavior and game mechanics, white box design affords us a quick way to focus on more critical aspects of the game and then come back to the visual design later.

Ball game court

Begin building the game assets in Hierarchy. Under ImageTarget create a root object for our game named ThrowingGame and then we'll create ball game graphics under that:

  1. In Hierarchy with ImageTarget selected, create a child empty game object (Create | Create Empty), name it ThrowingGame...
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