作者简介 Micheal Lanham is a solutions architect with petro WEB and currently resides in Calgary, Alberta in Canada. In his current role he develops integrated GIS applications with advanced spatial search capabilities. He has worked as a professional and amateur game developer building deskt0p and mobile games for over 15 years. In 2007, Micheal was introduced to Unity 3D and has been an avid fan and developer ever since.
目录 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 lOS 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 Players 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 Checking 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
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