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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

Summary

This has been an intense chapter dedicated to building the Places scene as a venue for the player to interact with the game world mixed with some of the virtual world. We started by building the foundation of the scene. Then, we moved on to incorporating the Google Street View images as our scene backdrop in order to provide a deeper sense of real-world interaction with the game. From there, we enhanced the marker sign with photo slideshow provided by Google Places Photos and other elements, such as the name, rating, and price. Now that we gathered detailed information about the place, we added the buttons for interaction and dialogs. This gave us some extensive experience working with the Unity uGUI elements, including using layouts to stack elements. After getting the interactive elements in place, we moved on to understanding how the game mechanics of selling worked. That led us to upgrade the inventory database with new tables and CRUD methods for inventory items and the player...

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