Chapter 5. Catching the Prey in AR
If you recall from our Foody GO storyline, the players needed to hunt down the escaped experimental cooking monsters and catch them. As of the end of last chapter, the player can now track and see monsters around them on the map. What we need now is for the player to be able to interact with and attempt to catch the monsters they can see. In order to keep our game immersion deep, we want the player to catch the monsters in an alternate-reality view. Thus, we also want to incorporate the device's camera to provide the backdrop to our catch activity. Adding the AR component will now classify our game in the real-world adventure or location-based AR genre.
In this chapter, we will be adding a number of new features to our game that will require us to touch on a few new concepts. Unlike the previous chapters, we won't get too heavily into the theory since most of these new concepts are fundamental to game development and Unity. Instead,...