Book Image

Unity 5.x By Example

By : Alan Thorn
Book Image

Unity 5.x By Example

By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (15 chapters)
Unity 5.x By Example
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
Index

Building


So now it's time to build the game! That is, to compile and package the game into a standalone and self-executing form, which the gamer can run and play without needing to use the Unity Editor. Typically, when developing games, you'll reach a decision about your target platform (such as Windows, iOS, Android, and others) during the design phase and not at the end of development. It's often said that Unity is a 'develop once, deploy everywhere tool. This slogan can conjure up the unfortunate image that, after a game is made, it'll work just as effortlessly on every platform supported by Unity as it does on the desktop.

Unfortunately, things are not so simple; games that work well on desktop systems don't necessarily perform equally well on mobiles and vice versa. This is largely due to the great differences in target hardware and industry standards that hold between them. Due to these differences, I'll focus our attention here to the Windows and Mac desktop platforms, ignoring mobiles...