Skip to content

Latest commit

 

History

History
153 lines (118 loc) · 6.46 KB

README.md

File metadata and controls

153 lines (118 loc) · 6.46 KB

ShootAR

This is our graduation project for Computer & Informatics Engineering Department of Technological Educational Institute of Western Greece.

ShootAR is an AR game for Android built with the Unity game engine. Enemies appear in the area around the player and the player uses the phone's camera and gyroscope to aim and shoot them.

If you have a question that was not answered in this readme or the closed issues, or you find a mistake or discrepancy in this readme, you are more than welcome to open a new issue or contact one of the maintainers.

Table of contents

  1. Requirements
  2. Installation
  3. Building
    1. Required software
    2. Downloading the source files
    3. Compiling into APK
  4. How to play
  5. Contributing
  6. Known issues
  7. Changelog
  8. FAQ
  9. License
  10. Authors
  11. Credits

Requirements

An Android device running at least version 5.0 ("Lollipop") and it must have gyroscope.

Installation

The easiest way to install ShootAR, is to download the .apk of the latest release from here to your phone and run the installation.

Note: By default, installation of APK files downloaded outside the Google Play is disabled. Enable "Unknown Sources" in the phone's (Security) settings.

If you want to built it yourself, you can follow the instructions below.

Building

Below are the instructions on how to build the project. For more details on developing read "Contributing".

Required software

In order to build the project yourself, you need to have Unity installed.

Downloading the source files

Download the latest released source files from here. If you prefer a previous or a test version, visit the releases page.

Alternatively, download the source using git:

git clone https://github.com/AnimaRain/ShootAR.git <directory> 

or

git clone [email protected]:AnimaRain/ShootAR.git <directory>

where <directory> is the path to the desired location to download the files.

Compiling into APK

Decompress the files if downloaded the ZIP or tarball version.

Create a folder named "apk" in the root of the project. (Technically, any folder would be fine, but we have instructed git to ignore this one.)

Open the project folder in Unity:

  • go to File –> Build Settings...

  • if the selected platform is not Android, select it and hit the Switch Platform button

  • set build system to Gradle

  • to build a development build:

    • enable Development Build
    • (recommended) set compression method to LZ4
  • to build a release build:

    • go to File –> Build Settings...
    • press the Player Settings... button
    • got to the Inspector tab and find the Publishing Settings
    • if you don't have a keystore file, you can create your own:
      • choose Create a new Keystore..., press Browse Keystore and type the name of the file to be created
      • type the new keystore password twice
    • if you have a keystore file:
      • choose Use Existing Keystore, press Browse Keystore and select the file
      • enter the keystore password
    • if you don't have a key:
      • open the drop–down menu next to Alias and select Create a new key...
      • fill the form that has popped up and hit Create Key
    • choose your key alias
    • enter your key password
    • return to the Build Settings window
    • (recommended) set compression method to LZ4HC
  • hit Build

  • choose a name for the APK file and save it inside the apk folder

Now the APK file can be transferred to an android device and install it.

Alternatively, instead of Build, connect an Android device with a USB cable to the computer, go to Developer Options in your phone settings, enable USB Debugging and set USB Configuration to MTP. In the Build Settings window, set Run Device to your device and hit Build and Run. This will do the same as Build in addition to installing the game to the selected device.

Note: If the device can not be detected by Unity, try restarting Unity while the device is already physically connected to the computer.

How to play

To start playing hit the Play button in the main menu. Enemies will begin appearing in the space around you. Move the phone around to find them, line them up with the aim dot and tap the screen to shoot them. For every enemy killed, you get points. Destroying the capsules floating around you, gives you more bullets. Defeat all enemies to advance to the next level. The game is over when player runs out of bullets or health.

To start playing with a higher difficulty, go to Select in the main menu and choose the starting level. (warning: see (1) in the known issues section.

Contributing

Feel free to contribute to this project. To learn how you could help, read the "Contributing" page.

You could, also, just share the game with your friends. It is and will always be free.

Known issues

  1. The game has not been optimized yet in any way. After a few levels, way too many enemies appear.
  2. The video capture from the camera does not scale and ignores the screen's ratio.

More issues.

Changelog

Version 0.5.1

WIP

FAQ

License

The project is currently under the MIT license.

The general gist translated in Human is that you can pretty much do anything you want with this project.

Third party licenses:
Unity Asset Store [license]

If you believe that your work has been published to this repository without permission, please contact me at [email protected].

Authors

John Spyropoulos, a.k.a. AnimaRain <[email protected]> | @rainsoulwhisper
Ioannis Tantaoui

Credits

A thank–you to Petros Kouvariotis for being an awesome friend, playtester and supporter!

Unity store assets used:
Drone: https://assetstore.unity.com/packages/3d/low-poly-combat-drone-82234
Crasher: https://assetstore.unity.com/packages/3d/characters/aaron-s-assets-89273