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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

Getting back to the map


Of course, at some point, you had to realize we would come back to the map. The map is a core and fundamental element to our location-based game. It provides the window to the alternate game reality, and yet, still provides a real-world reference for the player. Until now, the only hint we gave to this alternate world was by tracking and visualizing the monsters. However, our monsters are entirely random and do not adhere to any of the real world around them. In some way, this tarnishes the experience, but fixing the monster's behavior could be another book itself. In order to bring some real-world basis back to our virtual objects/places, we will use the Google Maps API to populate the map around the player.

Before we jump into adding new features to the game, let's spend some time fixing a couple issues we ignored at the end of the last chapter. Chances are, you noticed the problem if you played the game for a while. If you didn't though, the issue was that the GPS...

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