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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 (11) Chapters Close

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

Mobile development woes


If you were paying attention, you may have noticed early on that our Splash scene text wasn't sizing correctly when deployed to the mobile device. The reason we left that issue until now is to make the point about designing your UI to be screen-size independent.

The bane of any mobile developer is supporting the almost endless variety of screen sizes in a consistent manner. On some platforms, this requires developing multiple resolution images/sprites for the UI elements. Fortunately, the Unity UI system has a few nice options for screen-size scaling that should work for most of our platforms. Keep in mind, however, that not all solutions are 100% perfect, and there is a possibility of scaling artifacts on some platforms.

In order to fix our current UI screen rendering woes, we will configure the Canvas Scaler component on all our UI canvases. Perform the following directions to configure the Canvas Scaler:

  1. Open any of the game scenes that have UI elements (Map, Catch...
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