Skip to:Content
|
Bottom
Cover image for Mobile Game Development with Unity : Build Once, Deploy Anywhere
Title:
Mobile Game Development with Unity : Build Once, Deploy Anywhere
Personal Author:
Edition:
First edition
Physical Description:
xiii, 445 pages : illustrations with some colors, 23 cm.
ISBN:
9781491944745
General Note:
Includes index
Added Corporate Author:
DSP_RESTRICTION_NOTE:
Available to OhioLINK libraries

Available:*

Library
Item Barcode
Call Number
Material Type
Item Category 1
Status
Searching...
30000010371870 QA76.76.C672 M36 2017 Open Access Book Book
Searching...

On Order

Summary

Summary

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


Author Notes

Jon Manning and Paris Buttfield-Addison are co-founders of Secret Lab, an independent game development studio based in Tasmania, Australia.


Table of Contents

Prefacep. ix
Part I The Basics of Unity
1 Introducing Unityp. 3
Hello, Bookp. 3
Hello, Unityp. 4
2 A Tour of Unityp. 7
The Editorp. 7
The Scene Viewp. 11
The Hierarchyp. 14
The Project Viewp. 15
The Inspectorp. 17
The Game Viewp. 19
Wrapping Upp. 19
3 Scripting in Unityp. 21
A Crash Course in C#p. 22
Mono and Unityp. 23
Game Objects, Components, and Scriptsp. 25
Important Methodsp. 28
Coroutinesp. 31
Creating and Destroying Objectsp. 33
Attributesp. 36
Time in Scriptsp. 39
Logging to the Consolep. 40
Wrapping Upp. 40
Part II Building a 2D Game: Gnome on a Rope
4 Getting Started Building the Gamep. 43
Game Designp. 44
Creating the Project and Importing Assetsp. 50
Creating the Gnomep. 52
Ropep. 61
Wrapping Upp. 77
5 Preparing for Gameplayp. 79
Inputp. 79
Setting Up the Gnome's Codep. 96
Setting Up the Game Managerp. 109
Preparing the Scenep. 122
Wrapping Upp. 124
6 Building Gameplay with Traps and Objectivesp. 125
Simple Trapsp. 125
Treasure and Exitp. 127
Adding a Backgroundp. 133
Wrapping Upp. 134
7 Polishing the Gamep. 137
Updating the Gnome's Artp. 138
Updating the Physicsp. 142
Backgroundp. 150
User Interfacep. 161
Invincibility Modep. 171
Wrapping Upp. 173
8 Final Touches on Gnome's Wellp. 175
More Traps and Level Objectsp. 175
Particle Effectsp. 182
Main Menup. 189
Audiop. 196
Wrapping Up and Challengesp. 197
Part III Building a 3D Game: Space Shooter
9 Building a Space Shooterp. 203
Designing the Gamep. 204
Architecturep. 209
Creating the Scenep. 210
Wrapping Upp. 226
10 Input and Flight Controlp. 227
Inputp. 227
Flight Controlp. 233
Wrapping Upp. 243
11 Adding Weapons and Targetingp. 245
Weaponsp. 245
Target Reticlep. 263
Wrapping Upp. 264
12 Asteroids and Damagep. 265
Asteroidsp. 265
Damage-Dealing and Takingp. 272
Wrapping Upp. 284
13 Audio, Menus, Death, and Explosions!p. 285
Menusp. 285
Game Manager and Deathp. 291
Boundariesp. 303
Final Polishp. 311
Wrapping Upp. 322
Part IV Advanced features
14 Lighting and Shadersp. 325
Materials and Shadersp. 325
Global Illuminationp. 340
Thinking About Performancep. 347
Wrapping Upp. 353
15 Creating GUIs in Unityp. 355
How GUIs Work in Unityp. 355
Controlsp. 362
Events and Raycastsp. 362
Using the Layout Systemp. 364
Scaling the Canvas 36?
Transitioning Between Screensp. 369
Wrapping Upp. 369
16 Editor Extensionsp. 371
Making a Custom Wizardp. 373
Making a Custom Editor Windowp. 382
Making a Custom Property Drawerp. 395
Making a Custom Inspectorp. 404
Wrapping Upp. 410
17 Beyond the Editorp. 411
The Unity Services Ecosystemp. 411
Deploymentp. 424
Where to Go from Herep. 435
Indexp. 437
Go to:Top of Page