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Augmented Reality Game Development

You're reading from   Augmented Reality Game Development Create your own augmented reality games from scratch with Unity 5

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Product type Paperback
Published in Jan 2017
Publisher Packt
ISBN-13 9781787122888
Length 334 pages
Edition 1st Edition
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Author (1):
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Micheal Lanham Micheal Lanham
Author Profile Icon Micheal Lanham
Micheal Lanham
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Table of Contents (11) Chapters Close

Preface 1. Getting Started 2. Mapping the Player's Location FREE CHAPTER 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

Updating the Catch scene


When we implemented the new CRUD operations for storing our monsters in the Inventory, we broke the existing CatchSceneController script. If you recall, we deleted the old sample CreateMonster method and wrote a new method to just create a monster entry in the database. This means that not only do we need to fix our updated code, but we also need a way to instantiate new random monster properties.

As usual, before we fix the scene controller, let's address the matter of creating new random monster properties. The ideal solution here is to create a simple static class called a MonsterFactory that will randomly build the monsters. Follow the directions to build our new MonsterFactory script:

  1. Right-click (press Ctrl and click on a Mac) the Assets/FoodyGo/Scripts/Services folder in the Project window. From the context menu, select Create | C# Script. Rename the script MonsterFactory.
  2. Double-click on the new script to open it in the editor of your choice.
  3. Edit the file so...

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