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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

Saving the game state


Our game currently doesn't save any state, but until now we haven't needed it. The player's location was directly accessed from their device's GPS, and the monsters around them were spawned by our makeshift monster service. However, we want our players to hunt down, catch, and collect monsters or other items as part of the game. In order to do this, we need to provide persistent storage in the form of a database. Otherwise, when the player turned off the game, all their collected items would be gone. Games running on a mobile device are particularly susceptible to getting shut down or crashing inadvertently, which means we need a robust storage solution.

If you do a search on the Unity Asset store for database, you will see plenty of free and paid options. Yet, we will use an open source alternative from GitHub called SQLite4Unity3d available at https://github.com/codecoding/SQLite4Unity3d. This package is an excellent wrapper for SQLite, a great cross-platform relational...

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