Chapter 6. Storing the Catch

In the previous chapter, we provided the means for the player to catch a monster by developing the Catch scene. However, if you remember, the player could catch a monster, but that was about it. They certainly had nowhere to put the monster after catching it. Well, in this chapter, we will build the player Inventory storage system. This will allow the players to catch and store monsters or other items as needed. Then, of course, we will spend time building out the UI to access the monsters and eventually other items in storage.

For this chapter, we will spend most of the time developing the Inventory system the players will use to store their catch and other items. We will start with the core of our Inventory system, ...

Get Augmented Reality Game Development now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.