How to build a Pokemon Go App

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Davi Macêdo

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Jul 26, 2016, 5:27:41 PM7/26/16
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brokethe...@gmail.com

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Jul 26, 2016, 6:06:22 PM7/26/16
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Some missing get component types I noticed following the tutorial:

In script GoogleMap.cs after
yield return req;
(around line 92, but my layout may be different from yours)

Instead of 
GetComponent().material.mainTexture = req.texture;
use
GetComponent<Renderer>().material.mainTexture = req.texture;

Will add more for the LocationManager.cs script in a moment :) Still figuring out what components the author of the tutorial was meaning to call. If anyone has any insight, it would be very helpful!

brokethe...@gmail.com

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Jul 26, 2016, 6:13:53 PM7/26/16
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Most of the problematic GetComponent calls in LocationManager.cs are simply missing <GoogleMap>, ie.
map.GetComponent<GoogleMap>().centerLocation.latitude = lat;
(Note that I'm assuming this based on the fact that our centerLocation variables, et al. were defined in the separate GoogleMap.cs script.)

For latText and lonText (called in the Update method that's commented out), use <Text> to fix the syntax. For example:
map.GetComponent<Text>().text= "Lat"+ lat.ToString();
(again I'm assuming, but it seems to work for me.)

Any input from the author/authors would be great here. I'm pretty new to Unity but very motivated to get this game working :)







BrokeTheInterweb

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Jul 26, 2016, 7:39:58 PM7/26/16
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My distance calc script did not appreciate my using  Doubles, so I changed them to Float types and added an f to the end of the original values:






using UnityEngine;

using System.Collections;



public class DistanceCalc : MonoBehaviour

{



    public static float DistanceBetweenPlaces(float lon1, float lat1, float lon2, float lat2)

    {

        float R = 6371000f; // m

        float sLat1 = Mathf.Sin(Mathf.Deg2Rad) * lat1;

        float sLat2 = Mathf.Sin(Mathf.Deg2Rad) * lat2;

        float cLat1 = Mathf.Cos(Mathf.Deg2Rad) * lat1;

        float cLat2 = Mathf.Cos(Mathf.Deg2Rad) * lat2;

        float cLon = Mathf.Cos(Mathf.Deg2Rad) * lon1 - (Mathf.Deg2Rad) * lon2;



        float cosD = sLat1 * sLat2 + cLat1 * cLat2 * cLon;



        float d = Mathf.Acos(cosD);



        float dist = R * d;



        return dist;

    }



    public static float BearingBetweenPlaces(float lon1, float lat1, float lon2, float lat2)

    {

        float y = Mathf.Sin(Mathf.Deg2Rad * lon2) - (Mathf.Deg2Rad * lon1) * Mathf.Cos(Mathf.Deg2Rad * lat2);

        float x = Mathf.Cos(Mathf.Deg2Rad * lat1) * Mathf.Sin(Mathf.Deg2Rad * lat2) - Mathf.Sin(Mathf.Deg2Rad * lat1) * Mathf.Cos(Mathf.Deg2Rad * lat2) * Mathf.Cos(Mathf.Deg2Rad * lon2) - Mathf.Deg2Rad * lon1;

        float bearing = Mathf.Atan2(y, x);

        return bearing;

    }



    public static float[] convertXZ(float lon1, float lat1, float lon2, float lat2)

    {

        float ratio = 0.0162626572f;

        float bearing = BearingBetweenPlaces(lon1, lat1, lon2, lat2);

        float distance = DistanceBetweenPlaces(lon1, lat1, lon2, lat2);

        float x = Mathf.Sin(-bearing) * distance * ratio;

        float z = -Mathf.Cos(bearing) * distance * ratio;

        Debug.Log("X" + x.ToString() + "Z" + z.ToString());

        float[] xz = { x, z };

        return xz;

    }
 



All syntax changes (ie. Mathf instead of Math which is no longer functional) are included above. I may have completely butchered the math so be careful.

thene...@gmail.com

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Jul 26, 2016, 7:55:32 PM7/26/16
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Thanks BrokeTheInterweb.

I am getting a CS1513 code " }expected " on the Location Manager script any thoughts?
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BrokeTheInterweb

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Jul 26, 2016, 8:06:02 PM7/26/16
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You may have forgotten to close one of your } curly brackets, did you check to make sure there aren't any left open?

thene...@gmail.com

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Jul 26, 2016, 8:13:14 PM7/26/16
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using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class LocationManager : MonoBehaviour
{

    public GameObject map;
    public float lat;
    public float lon;
    float lastlat, lastlon;
    public GameObject latText;
    public GameObject lonText;
    // Use this for initialization
    void Start()
    {
        Input.location.Start(); // enable the mobile device GPS
        map = GameObject.FindGameObjectWithTag("Map");
        if (Input.location.isEnabledByUser)
        { // if mobile device GPS is enabled
            float lat = Input.location.lastData.latitude; //get GPS Data
            float lon = Input.location.lastData.longitude;
        }

    }


    // Update is called once per frame
    void Update()
    {
        //      
        //        if (Input.location.isEnabledByUser) {
        //            float lat = Input.location.lastData.latitude;
        //            float lon = Input.location.lastData.longitude;
        //            DebugConsole.Log ("Lon:" + lon.ToString () + " Lat:" + lat.ToString ());
        //            if (lastlat != lat || lastlon != lon) {
        //                map.GetComponent ().centerLocation.latitude = lat;
        //                map.GetComponent ().centerLocation.longitude = lon;
        //                latText.GetComponent<text>().text = "Lat" + lat.ToString ();
        //                lonText.GetComponent<text>().text = "Lon" + lon.ToString ();
        //                map.GetComponent ().Refresh ();
        //            }
        //            lastlat = lat;
        //            lastlon = lon;
        //        }
        //      

        //      
        if (lastlat != lat || lastlon != lon)
        {
            map.GetComponent(GoogleMap).centerLocation.latitude = lat;
            map.GetComponent().centerLocation.longitude = lon;
            map.GetComponent().Refresh();
        }
        lastlat = lat;
        lastlon = lon;
        //

         }  < this is the one marked

thene...@gmail.com

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Jul 26, 2016, 8:14:04 PM7/26/16
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There are 13 but I am a beginner programmer and I am not sure where the missing { should be.

BrokeTheInterweb

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Jul 26, 2016, 8:18:03 PM7/26/16
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Add one to the very end (hopefully it will indent properly for you, but it technically doesn't matter). That should fix it, let me know if it doesn't.

thene...@gmail.com

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Jul 26, 2016, 8:21:07 PM7/26/16
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Adding one seems to break everything. 

After adding "}" to the end: http://imgur.com/a/CAtEb

BrokeTheInterweb

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Jul 26, 2016, 8:31:41 PM7/26/16
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You do have some other syntax errors in there aside from the bracket. that's what you're seeing now that you've fixed the bracket.

Make sure you change all your map.GetComponent() lines to say map.GetComponent<GoogleMap>(). like I posted above so it's able to access the variables you declared in the GoogleMap script. Make sure the component goes between the <> carrots, not between the parentheses. Capitalization will also matter (I noticed you used <text> in the Update method).

Those are a few little bugs I see, if you fix those it may make the last one or two errors easier to spot :)

thene...@gmail.com

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Jul 26, 2016, 9:10:09 PM7/26/16
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Got it working, Thank you so much!

domin...@gmail.com

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Jul 27, 2016, 2:53:40 PM7/27/16
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for the map game object(Which is a plane) you need to add GoogleMap.cs.
For the latText and context is just showing to the screen, you can ignore it if you want. It is just for debugging.


sriteja....@gmail.com

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Jul 27, 2016, 10:43:03 PM7/27/16
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There is no 'Renderer' attached to the "Map" game object, but a script is trying to access it.
You probably need to add a Renderer to the game object "Map". Or your script needs to check if the component is attached before using it.
GoogleMap+<_Refresh>c__Iterator0.MoveNext () (at Assets/GoogleMap.cs:79)


GetComponent<Renderer>().material.mainTexture = req.texture;  

I tried "Render" in GetComponent and got this error. Any fix ?

dak...@virtualpixels.tech

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Jul 28, 2016, 6:07:10 AM7/28/16
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Hi, 
I am using 

public static double DistanceBetweenPlaces(double lon1, double lat1, double lon2, double lat2)
{
	float R = 6371000; // m
	double sLat1 = Math.Sin(deg2rad(lat1));
	double sLat2 = Math.Sin(deg2rad(lat2));
	double cLat1 = Math.Cos(deg2rad(lat1));
	double cLat2 = Math.Cos(deg2rad(lat2));
	double cLon = Math.Cos(deg2rad(lon1) - deg2rad(lon2));

	double cosD = sLat1*sLat2 + cLat1*cLat2*cLon;

	double d = Math.Acos(cosD);

	double dist = R * d;

	return dist;
}
Your method for calculation but Unity is showing erorr for deg2rad !
Assets/Scripts/DistanceCalulate.cs(36,41): error CS0103: The name `deg2rad' does not exist in the current context

domin...@gmail.com

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Jul 28, 2016, 8:58:57 AM7/28/16
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Are you using the latest version of Unity3d?

domin...@gmail.com

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Jul 28, 2016, 9:00:56 AM7/28/16
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private static double deg2rad(double deg) {
return (deg * Math.PI / 180.0);
}
private static double rad2deg(double rad){
return (rad * 180 / Math.PI);
}

just the Math

dak...@virtualpixels.tech

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Jul 28, 2016, 1:12:25 PM7/28/16
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Thanks !

BrokeTheInterweb

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Jul 28, 2016, 1:52:55 PM7/28/16
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Refer to my changes to the Distance script above. You have to use the Mathf namespace here, and in that case, Deg2Rad is case sensitive. I posted all my fixes for this script a few posts up.

BrokeTheInterweb

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Jul 28, 2016, 1:54:01 PM7/28/16
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Also a good fix! I'm much less skilled at the arithmetic involved, but the regular math namespace seems to work when you do it this way. Thanks!

domin...@gmail.com

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Jul 28, 2016, 4:02:10 PM7/28/16
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make sure you add using UnityEngine.UI
BrokeTheInterweb於 2016年7月26日星期二 UTC-7下午3時13分53秒寫道:

BrokeTheInterweb

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Jul 28, 2016, 6:34:05 PM7/28/16
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This is true for LocationManager script, must add using UnityEngine.UI. Sorry if I forgot to add that.

nilesh...@gmail.com

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Jul 29, 2016, 1:11:23 AM7/29/16
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Hi, I  followed your instructions and built the app, its connecting with parse dashboard as well as google map api. but when I tested it on Android phone (Nexus 5) Location was not updating. Just to mention I tried with both "Update current Location" toggle on and Off , wifi connected and location enabled.  Is anybody else facing the similar problem? 

domin...@gmail.com

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Jul 29, 2016, 1:15:44 AM7/29/16
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did you uncomment the Mobile Device Session in LocationManager?

dak...@virtualpixels.tech

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Jul 29, 2016, 1:50:42 AM7/29/16
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Yes, I can see changes in text ! i.e lat and long are chaning but i am not able to see any change in map nor in player(capsule)! 

domin...@gmail.com

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Jul 29, 2016, 2:22:20 AM7/29/16
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I think the lat and long cannot pass to the map game object. Because player is keep 0,0. All the changes in just map. Try to print the map lat and lon in game. let see it is true or not.
It works fine for me.

dak...@virtualpixels.tech

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Jul 29, 2016, 2:26:01 AM7/29/16
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ya i am getting change in map lat long i have printed that ! But when I walk i am not able to see any change in map also zoom is not working when its on Auto Locate center mode !

Can you share your sample project with us please 

Nilesh Goswami

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Jul 29, 2016, 3:41:56 AM7/29/16
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I have Attached some screenshot, As You can see, Monsters location and text box is getting updated however Player (Capsule) location is not getting updated. its on same place on map? what might be the issue?
In the screenshot shared in article, Monster's location is same and player location is changing isnt' it? 
Screenshot_2016-07-29-12-13-45.png
Screenshot_2016-07-29-12-17-34.png
Screenshot_2016-07-29-12-18-11.png

yai...@gmail.com

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Jul 29, 2016, 7:11:32 PM7/29/16
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Hi, I'm having problems spawning monsters on correct locations.
My Spawn.cs code is: http://pastebin.com/4e4Jkbsk
The problem is that monsters spawn in incorrect locations.
I even tried using the GeoDistance function that 'BrokeTheInterweb' posted here.
Thanks in advance!

domin...@gmail.com

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Jul 29, 2016, 8:39:40 PM7/29/16
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Monster's lon and lat is the same but the XYZ coordination will update when the player lat lon is changed.
The Map also refresh the texture when the player lat lon is changed. 
Players will always keep 0,0 as centre.
When the player moves, the map change.

I think it may has couple of reasons.

right now, the google map api is extremely slow when we request a texture. I have tested it on PC and phone under wifi, that good, The map and monsters will update when the lat lon changes. But under mobile network, The monster will update their XYZ coordination immediately (because its just calculating the distance to XYZ distance), and the map take few second to update. As a result, the map can not catch up the monster update, thats why the monster seems shifting, but the location and data must be true and accurate because the player GPS data is from the phone and monster GPS data is pre-set.

or, your map doesn't change because of the map has't get the GPS data or haven't call refresh function.

here is my project 



If the cause is the reason 1, I think it is better to unlock player at 0,0, which means when the player moves, the Capsule move. However, the free way to get World Map in Unity3d is limited : Google. And the Google map unity3d constraint is huge. If you want the player moves on the plane, the plane should be extremely large to avoid refresh, but when you set the wide view on the plane, there will no any road details. 




Nilesh Goswami於 2016年7月29日星期五 UTC-7上午12時41分56秒寫道:

domin...@gmail.com

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Jul 29, 2016, 8:40:15 PM7/29/16
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you can check my project.


domin...@gmail.com

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Jul 29, 2016, 8:41:23 PM7/29/16
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One more thing about the project.

You can test it on PC by adjusting the LocationManger lat and lon. the map will update fast.

domin...@gmail.com於 2016年7月29日星期五 UTC-7下午5時39分40秒寫道:

r...@auctionzone.com.au

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Jul 30, 2016, 6:48:02 PM7/30/16
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In section 3 "LocationManager.cs" of the tutorial I am getting a Unity error. Anyone know why?

Unity Error:
    Assets/LocationManager.cs(46,29): error CS0411: The type arguments for method 'UnityEngine.GameObject.GetComponent<T>()' cannot be inferred from the usage. Try specifying the type arguments explicity
    Assets/LocationManager.cs(47,29): error CS0411: The type arguments for method 'UnityEngine.GameObject.GetComponent<T>()' cannot be inferred from the usage. Try specifying the type arguments explicity    
    Assets/LocationManager.cs(48,29): error CS0411: The type arguments for method 'UnityEngine.GameObject.GetComponent<T>()' cannot be inferred from the usage. Try specifying the type arguments explicity

Section with error: 
if (lastlat != lat || lastlon != lon) {
Debug.Log ("Lon:" + lon.ToString () + " Lat:" + lat.ToString ());
map.GetComponent ().centerLocation.latitude = lat;
map.GetComponent ().centerLocation.longitude = lon;
map.GetComponent ().Refresh ();
}


Full code:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class LocationManager : MonoBehaviour {

public GameObject map;
public float lat;
public float lon;
float lastlat,lastlon;
public GameObject latText;
public GameObject lonText;
// Use this for initialization
void Start () {
Input.location.Start (); // enable the mobile device GPS
map = GameObject.FindGameObjectWithTag ("Map");
if (Input.location.isEnabledByUser) { // if mobile device GPS is enabled
float lat = Input.location.lastData.latitude; //get GPS Data
float lon = Input.location.lastData.longitude;
}

}

// Update is called once per frame
void Update () {
//      
//        if (Input.location.isEnabledByUser) {
//            float lat = Input.location.lastData.latitude;
//            float lon = Input.location.lastData.longitude;
//            DebugConsole.Log ("Lon:" + lon.ToString () + " Lat:" + lat.ToString ());
//            if (lastlat != lat || lastlon != lon) {
//                map.GetComponent ().centerLocation.latitude = lat;
//                map.GetComponent ().centerLocation.longitude = lon;
//                latText.GetComponent ().text = "Lat" + lat.ToString ();
//                lonText.GetComponent ().text = "Lon" + lon.ToString ();
//                map.GetComponent ().Refresh ();
//            }
//            lastlat = lat;
//            lastlon = lon;
//        }
//      

//   
if (lastlat != lat || lastlon != lon) {
Debug.Log ("Lon:" + lon.ToString () + " Lat:" + lat.ToString ());
map.GetComponent ().centerLocation.latitude = lat;
map.GetComponent ().centerLocation.longitude = lon;
map.GetComponent ().Refresh ();
}
lastlat = lat;
lastlon = lon;
//      

}
}

Wanted to get out and test the GPS for this. Cheers.

domin...@gmail.com

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Jul 30, 2016, 6:57:20 PM7/30/16
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map.GetComponent() -> map.GetComponent<GoogleMap>()

r...@auctionzone.com.au

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Jul 30, 2016, 9:28:56 PM7/30/16
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Thank you.

r...@auctionzone.com.au

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Jul 30, 2016, 10:02:36 PM7/30/16
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Got my maps loading, got backend working, fixed few little bugs.... now stuck with the Gyroscope not working on the player. And my GPS is not updating player position.
When I start the game the player arrives in correct GPS location. Just does not gyrate and or move on the map.
Code is pretty much same as example. Any ideas? Cheers. Cool stuff.

domin...@gmail.com

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Jul 30, 2016, 10:07:39 PM7/30/16
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the capsule is fixed at 0,0,0. when the player moves, the map update. However, updating map texture from google is not really fast. If you want to move your capsule instead of google map refreshing. You still need to solve a lot of problem

such as:
how large the plane should be.
how wide the map is.
if the map is wide enough, is it detail enough to play?
if the player close to the plane edge, how should you do? load the new map near the original plane? if so, how to merge these two plane.


r...@auctionzone.com.au

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Jul 30, 2016, 10:44:21 PM7/30/16
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It does not matter how long it takes as the position does not move forever... player does not move on gps map.

r...@auctionzone.com.au

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Jul 30, 2016, 10:45:45 PM7/30/16
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I have same issue right now. Everything looks good how the player -never- gets updated on the map. It is as though gps is not refreshing at all.

domin...@gmail.com

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Jul 30, 2016, 10:48:48 PM7/30/16
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I think it is because the download speed of the texture is too low? because I write a script in PC for testing. the map refresh so fast.

r...@auctionzone.com.au

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Jul 30, 2016, 11:00:15 PM7/30/16
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Thanks. Probably makes sense. Just never updates though after minutes... so not sure if that is the case. I aint the expert though. : )

te1...@gmail.com

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Jul 31, 2016, 1:28:42 PM7/31/16
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Bit of a nub here. Trying to follow along for shits and giggles. Part 3:

Assets/LocationManager.cs(36,18): error CS0103: The name `DebugConsole' does not exist in the current context

domin...@gmail.com

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Jul 31, 2016, 1:30:20 PM7/31/16
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just a debug log, you can delete it or use your own way to print it out

te1...@gmail.com

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Jul 31, 2016, 1:32:43 PM7/31/16
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Changed DebugConsole.Log to Debug.Log, all good.

Though changing coords during runtime in LocationManager does nothing.

domin...@gmail.com

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Jul 31, 2016, 1:34:42 PM7/31/16
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did you drop the map game object with google map to location manager's map in inspector?

te1...@gmail.com

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Jul 31, 2016, 1:35:47 PM7/31/16
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Yeah, certainly did.

I think it might be the same issue as those previous have stated, the map not updating texture fast enough, though it's been sitting there for a few minutes and still nothing.

domin...@gmail.com

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Jul 31, 2016, 5:36:53 PM7/31/16
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The Tutorial is updated which solve the Google Map texture latency problem

The capsule no longer fix at 0,0. We use the similar concept of spawning monster and updating monster and apply on the capsule.

illumin...@gmail.com

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Aug 2, 2016, 5:18:09 AM8/2/16
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How to setting up parse on unity? Can be more?

hugo.f...@gmail.com

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Aug 5, 2016, 10:17:52 AM8/5/16
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I have one question about Google API usage, since in this tutorial its using Google Static Maps API, every change in GPS position of the player will generate a new call on the API when trying to update his location? I think the "Free usage Quota" its about 25,000 API calls in a day, should be better using the Google Maps Javascript API Insted Static Maps, since you gonna call the creation of the Map and just gonna update its coordanates, makers, and its gonna count as one API call?

domin...@gmail.com

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Aug 5, 2016, 10:36:55 AM8/5/16
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as you can see at Part6 , the google map will refresh at the first time. and the capsule will move on the map. The time to refresh the map will be the capsule is close to edge of map or you can init multiple map at the first time to make bigger map
Message has been deleted

domin...@gmail.com

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Aug 5, 2016, 2:23:23 PM8/5/16
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I found a pokemon go clone from Korea also use GoogleMap to develop their game

vli...@katana.com.ph

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Aug 8, 2016, 8:01:16 AM8/8/16
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Hi! I tested your code and works fine but when I put my keys under parse initializer it doesnt work, Can you give me a link on how to set up the Parse api, the tutorial is not made for a beginner in Parse api

dak...@virtualpixels.tech

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Aug 8, 2016, 8:22:12 AM8/8/16
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Hi, How to modify maps look and feel as like of game !?

domin...@gmail.com

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Aug 8, 2016, 12:32:56 PM8/8/16
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do you use back4app service??

after you sign up. create your app and you can find your key in dashboard->core settings

domin...@gmail.com

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Aug 8, 2016, 12:43:05 PM8/8/16
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Sorry, Google map may not support texture modifying. We chose Google because is free of charge. If you want that kind of function, you need to search for some other open source like(open street / OSV just heard about it so I haven't test on it) or pay for it. 
Message has been deleted

vli...@katana.com.ph

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Aug 8, 2016, 11:12:46 PM8/8/16
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Hi again, I have an error when I hit the play button,I' ve followed the steps in the tutorial , I've attached a screenshot on what keys I've used and the screenshot of my error, thank you for your prompt reply

Unity Error log:

Keys That i've used: 

Screenshot of parse dashboard

domin...@gmail.com

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Aug 9, 2016, 12:58:05 AM8/9/16
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It is pretty hard to under what is the problem. did you download the latest Parse.dll for unity3d in the tutorial? which is a google drive link.

vli...@katana.com.ph

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Aug 9, 2016, 2:01:31 AM8/9/16
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Yes, I've download the Parse.dll file, Do i need to create class named "TestObject" from the parse dashboard, before I press play? if yes what type of class should i choose?

domin...@gmail.com

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Aug 9, 2016, 2:13:36 AM8/9/16
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Don't need as I remember. If you want you can choose Custom type

domin...@gmail.com

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Aug 9, 2016, 2:14:55 AM8/9/16
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smp...@gmail.com

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Aug 16, 2016, 5:57:47 AM8/16/16
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Since Facebook is closing its Parse developer platform, can we use alternative like “Google Firebase” for same?

Davi Macêdo

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Aug 16, 2016, 1:19:59 PM8/16/16
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In this guide we show how to build Pokemon Go app using Parse Server open source. Parse.com is shutting down, but Parse Server is open source and it is the best alternative now because it is the platform with more features, bigger community, is open source and has no vendor lock-in. You can use Back4app (www.back4app.com) to host your Parse Server even after Parse.com shutdown and you can start using it for FREE.

sanitle...@gmail.com

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Aug 19, 2016, 2:01:17 AM8/19/16
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Hi may I have your project? I have followed the instruction but been stuck at LocationManager not updating the map following current location. I'd like to check out your project to learn how to fix it. Thanks in advance.

Davi Macêdo

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Aug 20, 2016, 3:21:54 PM8/20/16
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Hi.

You can find the project in the link below:

Best!

lean...@gmail.com

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Aug 23, 2016, 9:32:11 PM8/23/16
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When I walk the map is not being updated, getting the blue screen.
It looks like I came out of the map. What can it be?
I downloaded and compiled the project and have the same problem.

domin...@gmail.com

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Aug 23, 2016, 9:51:07 PM8/23/16
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how far you walk?
the new version doesn't update the google map since the update time is really slow.
if you want bigger map, initial more plane with google map next to the origin plane to form a grid.

mory...@gmail.com

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Sep 8, 2016, 2:55:47 AM9/8/16
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hi guys
first, this is perfect , thanks a lot .
second :  this project  need  zoom in , and zoom out to  find monsters around city . 
could you guide me how i can effect  map zoom level on  monsters and player coordination  ? 

Davi Macêdo

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Sep 8, 2016, 2:56:34 PM9/8/16
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@dominwong4 Any idea? :)

reis...@gmail.com

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Dec 16, 2016, 10:17:21 PM12/16/16
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Hey, I had a question. I added more planes with google map, next to the origin plane, but the new planes are only initializing the same google map that the playercapsule is in, not continuing the origin plane to form a bigger map.

Do you know how to fix that issue?

sang...@gmail.com

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Jan 12, 2017, 12:18:38 AM1/12/17
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I don't understand how to open the source code for the project. There seem to be 2 .unity files in the Assets and GoogleMaps folders, but those don't seem to be the entire project.

sang...@gmail.com

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Jan 12, 2017, 12:21:06 AM1/12/17
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Also, quick question. Probably a stupid one. What sorts of changes will need to be made if you migrate to MongoDB or whatever, because of parse retiring?

casag...@back4app.com

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Jan 19, 2017, 1:00:32 PM1/19/17
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Hey @dominwong4

Can you please help us with the questions above? :)

Thanks!

sp4...@gmail.com

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Feb 18, 2017, 9:06:46 PM2/18/17
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On Tuesday, 26 July 2016 22:27:41 UTC+1, Davi Macêdo wrote:

im just using the Google Map script on a plane and the Location Manager script to make a app that allows you to walk around and we gonna add AR to it later but.... works ok on PC, can change the long and lat and it updates but uploaded to phone, starts, loads map then crashes and closes app (Issue 1). i skipped the adding monsters part and came to the adding playerCapsule. have capsule set to 0,0,0. Amended the location manager script that was included and now i have an error in Unity that i cant solve (Issue 2 see above pic). Error CS0103 - GeoDistance.convertXZ. Anyone help with this and explain why it crashes on phone???

anand...@ratufa.com

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Apr 24, 2017, 9:23:26 AM4/24/17
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hi i am getting error that monster are not instantiating to correct xy coordinates in unity using Geodistance. convertXZ () function. Please help me.

josh...@gmail.com

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May 14, 2017, 8:08:56 AM5/14/17
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On Wednesday, July 27, 2016 at 5:27:41 AM UTC+8, Davi Macêdo wrote:

Why does https://parseplatform.github.io/ lead to a site that is not found? 

casag...@back4app.com

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May 15, 2017, 8:15:17 AM5/15/17
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Hello!

The link you're looking for is this one: http://parseplatform.org/

Best!
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