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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 (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

Chapter 7. Creating the AR World

By far, our game has focused on the player interaction with the experimental cooking monsters. Although they can track the monsters on a map, nothing else around them is part of this alternate reality. Well, of course, we want to fix this shortcoming. We want to create a rich AR world around the player that they can also interact with, to find/restock items and train monsters and send them on cooking missions. In order to do that, we need to populate the world around the player with alternate game reality locations.

In this chapter, we will jump back to the map and start to populate the world around the player with new alternate reality locations. These locations won't be entirely based on our game reality. In fact, we will use real-world locations as a basis for our alternate game world. The locations we populate in the AR world will be drawn from a location-based web service. The following is a summary of what we will cover in this chapter:

  • Getting back to...
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