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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

Chapter 4. Spawning the Catch

Now that we have our player moving around the real and virtual world, it is time to get into other aspects of our game. If you recall, in Foody GO, players need to catch the foody monsters. Foody monsters are genetically engineered lab accidents. These monsters now wander everywhere and also happen to be amazing cooks and chefs. After a monster is caught, the player can train it to be a better cook or take it to restaurants to work and earn points. With that bit of background established, in this chapter we will work toward spawning and tracking the monster creatures around the player.

This chapter will be a mix of working with Unity and writing or editing new scripts. The design of our game is unique enough that we cannot rely on standard assets anymore. Also, we have previously avoided the complexities of GIS and GPS math in order to not bog us down. Instead, we opted to only briefly mention the GIS library functions. Fortunately, you should have...

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