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Che* for monster*r/> Projecting coordinates to 3D world space
*ing monsters to the map
Tra* 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 physic*r/> Building the AR Catch scene
Using the camera as our scene backdrop
*ing the catching ball
Throwing the ball
Che* for collision*r/> Particle effects for feedback
Catching the monster
Summary
Chapter 6: Storing the Catch
Inventory system
Saving the game state
Setting up service*r/> Reviewing code
Monster CRUD operation*r/> Updating the Catch scene
Creating the Inventory scene
*ing the menu button*r/> Bringing the game together
Mobile development woe*r/> 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 marker*r/> 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 photo*r/> *ing UI interaction for selling
The game mechanics of selling
Updating the databa*r/> Connecting the piece*r/> Summary
Chapter 9: Finishing the Game