Mobile Game Development with Unity: Build Once, Deploy Anywhere

Mobile Game Development with Unity: Build Once, Deploy Anywhere

Mobile Game Development with Unity: Build Once, Deploy Anywhere

Mobile Game Development with Unity: Build Once, Deploy Anywhere

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Overview

Do you want to build mobile games, but lack game development experience? No problem. This practical guide shows you how to create beautiful, interactive content for iOS and Android devices with the Unity game engine.

Authors Jon Manning and Paris Buttfield-Addison (iOS Swift Game Development Cookbook) provide a top-to-bottom overview of Unity’s features with specific, project-oriented guidance on how to use them in real game situations. Over the course of this book, you’ll learn hands-on how to build 2D and 3D games from scratch that will hook and delight players. If you have basic programming skills, you’re ready to get started.

  • Explore the basics of Unity, and learn how to structure games, graphics, scripting, sounds, physics, and particle systems
  • Use 2D graphics and physics features to build a side-scrolling action game
  • Create a 3D space combat simulator with projectile shooting and respawning objects, and learn how to manage the appearance of 3D models
  • Dive into Unity’s advanced features, such as precomputed lighting, shading, customizing the editor, and deployment

Product Details

ISBN-13: 9781491944745
Publisher: O'Reilly Media, Incorporated
Publication date: 09/07/2017
Pages: 461
Product dimensions: 6.00(w) x 8.90(h) x 0.90(d)

About the Author

Jon Manning is a world renown iOS development trainer and writer, game designer and mobile software engineering wizard.



He has co-authored two books on mobile development and enjoys re-implementing such things as OpenGL and the Objective-C runtime (in his spare time).
Jon is also a researcher in Human-Computer Interaction working towards a PhD.

Paris Buttfield-Addison is a mobile app engineer, game designer and researcher with a passion for making technology simpler and as engaging as possible.



He has written two books on game development and currently spends his time designing mobile products for millions upon millions of users while drinking too much coffee.



Paris has coded for everything from Qt to 6502 assembly to iOS and thinks digital watches are a pretty neat idea. He claims he will soon have a PhD.

Table of Contents

Preface ix

Part I The Basics of Unity

1 Introducing Unity 3

Hello, Book 3

Hello, Unity 4

2 A Tour of Unity 7

The Editor 7

The Scene View 11

The Hierarchy 14

The Project View 15

The Inspector 17

The Game View 19

Wrapping Up 19

3 Scripting in Unity 21

A Crash Course in C# 22

Mono and Unity 23

Game Objects, Components, and Scripts 25

Important Methods 28

Coroutines 31

Creating and Destroying Objects 33

Attributes 36

Time in Scripts 39

Logging to the Console 40

Wrapping Up 40

Part II Building a 2D Game: Gnome on a Rope

4 Getting Started Building the Game 43

Game Design 44

Creating the Project and Importing Assets 50

Creating the Gnome 52

Rope 61

Wrapping Up 77

5 Preparing for Gameplay 79

Input 79

Setting Up the Gnome's Code 96

Setting Up the Game Manager 109

Preparing the Scene 122

Wrapping Up 124

6 Building Gameplay with Traps and Objectives 125

Simple Traps 125

Treasure and Exit 127

Adding a Background 133

Wrapping Up 134

7 Polishing the Game 137

Updating the Gnome's Art 138

Updating the Physics 142

Background 150

User Interface 161

Invincibility Mode 171

Wrapping Up 173

8 Final Touches on Gnome's Well 175

More Traps and Level Objects 175

Particle Effects 182

Main Menu 189

Audio 196

Wrapping Up and Challenges 197

Part III Building a 3D Game: Space Shooter

9 Building a Space Shooter 203

Designing the Game 204

Architecture 209

Creating the Scene 210

Wrapping Up 226

10 Input and Flight Control 227

Input 227

Flight Control 233

Wrapping Up 243

11 Adding Weapons and Targeting 245

Weapons 245

Target Reticle 263

Wrapping Up 264

12 Asteroids and Damage 265

Asteroids 265

Damage-Dealing and Taking 272

Wrapping Up 284

13 Audio, Menus, Death, and Explosions! 285

Menus 285

Game Manager and Death 291

Boundaries 303

Final Polish 311

Wrapping Up 322

Part IV Advanced features

14 Lighting and Shaders 325

Materials and Shaders 325

Global Illumination 340

Thinking About Performance 347

Wrapping Up 353

15 Creating GUIs in Unity 355

How GUIs Work in Unity 355

Controls 362

Events and Raycasts 362

Using the Layout System 364

Scaling the Canvas 36?

Transitioning Between Screens 369

Wrapping Up 369

16 Editor Extensions 371

Making a Custom Wizard 373

Making a Custom Editor Window 382

Making a Custom Property Drawer 395

Making a Custom Inspector 404

Wrapping Up 410

17 Beyond the Editor 411

The Unity Services Ecosystem 411

Deployment 424

Where to Go from Here 435

Index 437

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