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001 EBC4790570
003 MiAaPQ
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006 m o d |
007 cr cnu||||||||
008 240724s2017 xx o ||||0 eng d
020 _a9781787124523
_q(electronic bk.)
035 _a(MiAaPQ)EBC4790570
035 _a(Au-PeEL)EBL4790570
035 _a(CaPaEBR)ebr11351069
035 _a(CaONFJC)MIL989239
035 _a(OCoLC)972160702
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aQA76.76.C672.L364 2017
082 0 _a794.81525999999997
100 1 _aLanham, Micheal.
245 1 0 _aAugmented Reality Game Development :
_bCreate Your Own Augmented Reality Games from Scratch with Unity 5.
250 _a1st ed.
264 1 _aBirmingham :
_bPackt Publishing, Limited,
_c2017.
264 4 _c©2017.
300 _a1 online resource (326 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
505 0 _aCover -- Copyright -- Credits -- About the Author -- About the Reviewer -- www.PacktPub.com -- Customer Feedback -- Table of Contents -- Preface -- Chapter 1: Getting Started -- Real-world adventure games -- Location-based -- Augmented Reality -- Adventure games -- Introducing Foody GO -- Source code -- Getting into mobile development with Unity -- Downloading and installing Unity -- Setting up for Android development -- Installing the Android SDK -- Connecting to your Android device -- Setting up for iOS development -- Getting started with Unity -- Creating the game project -- Building and deploying the game -- Building and deploying to Android -- Building and deploying to iOS -- Summary -- Chapter 2: Mapping the Player's Location -- GIS fundamentals -- Mapping -- GPS fundamentals -- Google Maps -- Adding a map -- Creating the map tile -- Laying the tiles -- Understanding the code -- Setting up services -- Setting up CUDLR -- Debugging with CUDLR -- Setting up the GPS service -- Summary -- Chapter 3: Making the Avatar -- Importing standard Unity assets -- Adding a character -- Switching the camera -- Cross-platform input -- Fixing the input -- GPS location service -- Map tile parameters -- GPS simulation settings -- Character GPS compass controller -- Swapping out the character -- Summary -- Chapter 4: Spawning the Catch -- Creating a new monster service -- Understanding distance in mapping -- GPS accuracy -- Checking for monsters -- Projecting coordinates to 3D world space -- Adding monsters to the map -- Tracking the monsters in the UI -- Summary -- Chapter 5: Catching the Prey in AR -- Scene management -- Introducing the Game Manager -- Loading a scene -- Updating touch input -- Colliders and rigidbody physics -- Building the AR Catch scene -- Using the camera as our scene backdrop -- Adding the catching ball -- Throwing the ball.
505 8 _aChecking for collisions -- Particle effects for feedback -- Catching the monster -- Summary -- Chapter 6: Storing the Catch -- Inventory system -- Saving the game state -- Setting up services -- Reviewing code -- Monster CRUD operations -- Updating the Catch scene -- Creating the Inventory scene -- Adding the menu buttons -- Bringing the game together -- Mobile development woes -- Summary -- Chapter 7: Creating the AR World -- Getting back to the map -- The Singleton -- Introducing the Google Places API -- Using JSON -- Setting up the Google Places API service -- Creating the markers -- Optimizing the search -- Summary -- Chapter 8: Interacting with an AR World -- The Places scene -- Google Street View as a backdrop -- Slideshow with the Google Places API photos -- Adding UI interaction for selling -- The game mechanics of selling -- Updating the database -- Connecting the pieces -- Summary -- Chapter 9: Finishing the Game -- Outstanding development tasks -- Missing development skills -- Cleaning up assets -- Releasing the game -- Problems with location-based games -- Location-based multiplayer game -- Firebase as a multiplayer platform -- Other location-based game ideas -- The future of the genre -- Summary -- Chapter 10: Troubleshooting -- Console window -- Compiler errors and warnings -- Debugging -- Remote debugging -- Advanced debugging -- Logging -- CUDLR -- Unity Analytics -- Issues and solutions by chapter -- Summary -- Index.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aComputer games--Programming.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aLanham, Micheal
_tAugmented Reality Game Development
_dBirmingham : Packt Publishing, Limited,c2017
797 2 _aProQuest (Firm)
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=4790570
_zClick to View
999 _c122308
_d122308