Unity has come a long way from its humble beginnings; however, since the last couple of years, it has almost become an industry-wide used tool that almost all independent game developers use to develop their games. It is very easy to use to develop prototypes, and when you have a successful idea, it is flexible enough to expand the small prototype to a full-fledged game.
Despite its professional capacity, Unity is so simple to use that even a complete novice person can develop a basic game within a matter of hours. And with a little more effort, a very polished game can be developed with excellent lighting and animation.
With the current version, Unity makes game development even more accessible to everyone.
In this book, we will cover a variety of topics both in 2D and 3D game development. We will see how to develop a game similar to JetPack Joyride in 2D, and a 3D fighting game with full 3D animation, lighting, and camera. We will also see how to add buttons, text, and screen transitions. Finally, once we have created the game, we will see how to monetize it by adding in-app purchases and ads.
Chapter 1, Introduction to Android Game Development with Unity3D, covers the basic concepts of Android game development, a brief history of Android games, the building blocks of Android games in Unity3D, and the basic flow of games.
Chapter 2, Finishing the Perky Penguin 2D Game, extends 2D game development by finishing the Jetpack Joyride clone game. The chapter introduces various topics, such as particle systems, camera management, prefabs, animations, triggers, colliders, and basic GUI systems.
Chapter 3, Player Character for Action Fighting Game, covers the basic setup for 3D action fighting game, importing models and textures, setting rigging for the characters, applying animations on models, and controlling the player character with a virtual on-screen joystick.
Chapter 4, Enemy Character with AI, covers the aspect of creating the enemy model of the game from importing models to applying animations to decision making with AI.
Chapter 5, Gameplay, UI, and Effects, shows how to finish the gameplay loop, add a UI, add text for scoring the game, and add particle effects to the game.
Chapter 6, GameScene and SceneFlow, covers the creation of MainMenu Scene, explains Options Scene, and demonstrates how to transition between the scenes in the game.
Chapter 7, Gamestats, Social, IAP and Ad integration, demonstrates how to save in-game progress, add social media integration such as Facebook and Twitter, ad integration, and In-App purchases to add monetization.
Chapter 8, Sound, Finishing Touches, and Publishing, lets us add finishing touches to the game and add sound. We will see how to run the game on the device and publish the game to the Android Play Store.
You will need the latest version of Unity, which you can download from their website, and a computer that can run Unity. A basic understanding of C# is required as the code in this book is written in C#. Although the game can run on an Android emulator, to see the actual performance of the game, an Android device would be required.
This book is geared toward novice or intermediate Unity3D developers who want to expand their knowledge of Unity3D and create high-end, complex Android games. You are expected to have a basic or intermediate understanding of Unity3D, working with its environment, basic concepts such as Game Objects and Prefabs, Unity Scripting using C# or JavaScript, and how to develop basic 2D/3D games using Unity3D.
The book is very useful for those Unity developers who have created basic/simple games for Android and want to learn the ins and outs and core components of high-end complex games that have features such as detailed animations, multiple levels, character abilities, enemy weaknesses, intelligent AI, achievements, leaderboards, and a lot more.
In this book, you will find a number of text styles that distinguish between different kinds of information. Here are some examples of these styles and an explanation of their meaning.
Code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles are shown as follows: "ThebIsDefending
variable is the same as that we defined as a parameter in Animation Controller."
A block of code is set as follows:
private Animator anim; // Use this for initialization void Start () { anim = GetComponent<Animator>(); } // start
When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
if (pAnim.GetBool("tIsPunching")){
if (anim.GetBool("bEnemyIsDefending") == false) {
Debug.Log("enemy got hit");
anim.SetTrigger("tEnemyGotHit");
anim.SetBool("bEnemyIsDefending", true);
health -= pScript.damage;
}
}
Any command-line input or output is written as follows:
C:\Program Files\Unity\Editor\Unity.exe
New terms
and important words
are shown in bold. Words that you see on the screen, for example, in menus or dialog boxes, appear in the text like this: "Unity lets developers manage these components of each game object through the Inspector
panel."
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