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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
Languages
Tools
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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 (17) Chapters Close

Augmented Reality Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Customer Feedback
Preface
1. Getting Started FREE CHAPTER 2. Mapping the Player's Location 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


This was an especially long chapter, but we covered a lot of material and essentially completed a mini-game within our game. First, we talked about scene management, with the loading and transitioning between scenes. A Game Manager was introduced in order to coordinate game activity. Then, we covered touch input, physics, and colliders as part of the player initiating an attempt to catch a monster. This was essential in transitioning us to create a new AR Catch scene. As part of our AR integration, we spent some time understanding how to integrate the device camera into the scene backdrop. We then added the ice ball to our scene and covered how to throw the ball using touch input and physics. After that, we spent some more time discussing colliders and how to script collision reactions. From there, we added the pizzazz to the scene with particle effects, triggered by collision reactions. Finally, we added the catch scene controller script to manage the monster's reaction on being...

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