ENGLISH

Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C#

Book information

Publisher
Apress
Year
2018
ISBN
1484236173, 9781484236178
Language
english
Format
PDF
Filesize
12 MB (12494504 bytes)
Edition
1
Pages
260\252
Time added
2020-05-25 14:32:23

Description

Create a fully featured application that’s both sophisticated and engaging. This book provides a detailed guide in developing augmented reality games that can take advantage of the advanced capabilities of new iOS devices and code while also offering compatibility with still supported legacy devices.  No programming experience is necessary as this book begins on the ground floor with basic programming concepts in Unity and builds to incorporating input from the real world to create interactive realities. You’ll learn to program with the Unity 2017 development platform using C#.  Recent announcements of increased AR capabilities on the latest iPhones and iPads show a clear dedication on Apple’s part to this emerging market of immersive games and apps. Unity 2017 is the latest version of this industry leading development platform and C# is a ubiquitous programming language perfect for any programmer to begin with.  Using the latest development technologies, Beginning iOS AR Game Development will show you how to program games that interact directly with the real world environment around the user for creative fantastic augmented reality experiences. What You'll Learn Download assets from the Unity store Create a scene in Unity 2017 Use physics and controls on mobile devices Who This Book Is For Beginner programmers and/or people new to developing games using Unity. It also serves as a great introduction to developing AR games and educators teaching the subject at high school or higher levels. Table of Contents About the Author About the Technical Reviewer Chapter 1: Introduction Unity3D Unity Requirements Preparing Your Mac Getting Registered Download Xcode Download Unity Install Unity Running the Download Assistant Welcome Setting Up Unity Changing Skins (Pro Version) Reporting Problems iOS Development Requirements The Unity Website The Unity Community Chapter 2: Getting Started Installing Unity ARKit The Editor Layout Preset Layouts Custom Layouts Resize Areas Move Views Detach Views Add and Remove Views The Inspector View The Project View Switch Between One Column and Two Columns Scale Icons Inspect Assets Search for Assets Operate on Assets The Hierarchy View Inspect Game Objects Parent and Child GameObjects The Scene View Navigate the Scene Scene View Options Scene View Gizmos The Game View Maximize on Play Stats Game View Gizmos The Console View Explore Further Unity Manual Tutorials Version Control Chapter 3: The Unity ARKit Creating a Scene Cameras Transformation Testing ARKit Remote Setting Up the Main Camera Adding a Component Tracking the Phone Movement Build and Run Saving the Scene Understanding Scenes Introducing Visual Inertial Odometry Feature Points Point Clouds Testing Unity ARKitRemote Using ARKit Remote Connection Plane Visualization Testing Summary Chapter 4: Hit Testing and Lighting Hit Testing Scale Transformation The Editor Hit Test Script Hit Transform Max Ray Distance Collison Layer mask Testing Testing On Our Device Removing a Component Adding a Component Adding the Hit Transform Preparing to Deploy Changing the Build Settings Changing the Player GameObject Name Lighting Turning Off the Lights Setting the Ambient Light Source Build and Run – Version Control Positioning the Camera Editing the Unity AR Hit Test Script Summary Chapter 5: Making AR Games Fugu BowlAR Game Creating a New Scene Creating AR Assets Transform the BowlingBall Adding a Rigidbody Opening the Asset Store PhysicsMaterials Creating a (Temporary) Plane Importing an OBJ file to Unity Creating a new Project Folder Adding the Bowling_Pin to the Scene Transform Settings for the Bowling_Pin and BowlingBall Adding a RigidBody to the Bowling_Pin Adding a Collider to the Bowling_Pin Adding a PhysicsMaterial to the Bowling_Pin Making the Bowling_Ball Roll Editing the PlayerController Script Creating Our Own Collider Remembering the Parents Making a Parent Making the Bowling_Pin fall Over Summary Chapter 6: Introducing Touch Testing the Game in AR Some Challenges Disabling the Plane(t) Testing Implementing Touch Controls Importing the Unity CrossPlatformInput Package Adding Touch Controls Download the Joystick Asset Pack Creating a Canvas Adding the Joystick UI to the Canvas Adding a Script Testing On Device Testing Success Chapter 7: Adding Plane Detection and Point Clouds Creating the Generated Planes GameObject Creating the Point Cloud GameObject Setting Up the Main Camera Setting the Unity AR Video Script Clear Materials Adding the Unity AR Camera Manager Adding the Unity Remote Connection Houston, We Have a Problem… Testing on an iOS device Bringing Balance to the Force Slowing Down the Bowling Ball Lighting Turning Off the Lights Setting the Ambient Light Source Summary Chapter 8: Final Steps Creating Prefabs Adding More Bowling Pins Instantiating GameObjects at Runtime Creating an Instantiate_GameObjects Script Disabling a GameObject from the Scene Creating a Game Manager FindWithTag Testing Final Words Summary Index

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