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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

In this chapter, we jumped back to the map in order to add some new real-world located features to the game. Before we added the new features, we needed to fix some of the issues that had arisen from the changes we made toward the end of the last chapter. This required us to convert our GPS service to use the Singleton pattern. As part of the conversion, we took the opportunity to understand how the Singleton worked. Then, we spent some time reviewing the Google Places API, which is the web service we would use to locate places of interest around the player. This required us to create an API key and understand how to make requests against the service with Hurl.it. We used Hurl.it to test our queries and then understood how the results, returned as JSON, could be converted into C# objects at runtime using TinyJson. With our script imported and ready, we then set up the new service within the Map scene. Then, we constructed a better prototype of our place marker using 3D primitive...

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