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Swift Game Development

You're reading from   Swift Game Development Learn iOS 12 game development using SpriteKit, SceneKit and ARKit 2.0

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781788471152
Length 434 pages
Edition 3rd Edition
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Authors (2):
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Siddharth Shekar Siddharth Shekar
Author Profile Icon Siddharth Shekar
Siddharth Shekar
Stephen Haney Stephen Haney
Author Profile Icon Stephen Haney
Stephen Haney
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Toc

Table of Contents (20) Chapters Close

Preface 1. Designing Games with Swift 2. Sprites, Camera, Action! FREE CHAPTER 3. Mix in the Physics 4. Adding Controls 5. Spawning Enemies, Coins, and Power-Ups 6. Generating a Never-Ending World 7. Implementing Collision Events 8. Polishing to a Shine – HUD, Parallax Backgrounds, Particles, and More 9. Adding Menus and Sounds 10. Standing out in the Crowd with Advanced Features 11. Introduction to SceneKit 12. Choosing a Monetization Strategy 13. Integrating with Game Center 14. Introduction to Spritekit with ARKit 15. Introduction to Scenekit with ARKit 16. Publishing the Game on the App Store 17. Multipeer Augmented Reality Other Books You May Enjoy Index

Creating an AR Spritekit project

Open Xcode and create a new project. In the Application tab, select Augmented Reality App:

Creating an AR Spritekit project

Next, set the name of the project, the development team, the language, and the content technology:

Creating an AR Spritekit project

Once the project is created, sign in with your developer account to run it on the device:

Creating an AR Spritekit project

When you run the application, it will need permission to access the camera. Click OK:

Creating an AR Spritekit project

Now, move around in the room with the camera and touch the screen. You will see objects created on the screen, and they will scale depending upon how close you are to the object:

Creating an AR Spritekit project

The objects in SpriteKit ARKit are all 2D objects, so they do not have perspective or depth. The object is made to face the camera irrespective of the user's location and orientation. This is called bill boarding.

Let's see how all of this is set in code to make it work. In terms of class structure, you will see that it remains the same. We still have the same Main.Storyboard, ViewController.swift, Scene.swift, and...

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