目录 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