Book Image

Unity 2017 Mobile Game Development

By : John P. Doran
Book Image

Unity 2017 Mobile Game Development

By: John P. Doran

Overview of this book

Unity has established itself as an overpowering force for developing mobile games. If you love mobile games and want to learn how to make them but have no idea where to begin, then this book is just what you need. This book takes a clear, step-by-step approach to building an endless runner game using Unity with plenty of examples on how to create a game that is uniquely your own. Starting from scratch, you will build, set up, and deploy a simple game to a mobile device. You will learn to add touch gestures and design UI elements that can be used in both landscape and portrait mode at different resolutions. You will explore the best ways to monetize your game projects using Unity Ads and in-app purchases before you share your game information on social networks. Next, using Unity’s analytics tools you will be able to make your game better by gaining insights into how players like and use your game. Finally, you’ll learn how to publish your game on the iOS and Android App Stores for the world to see and play along.
Table of Contents (11 chapters)

What this book covers

Chapter 1, Building Your Game, covers the creation of a simple project in Unity, which we will be modifying over the course of this book to make use of features commonly seen in mobile games. This chapter will also serve as a refresher for some fundamental concepts when working in Unity.

Chapter 2, Setup for Android and iOS Development, will show the setup required to deploy a project to both iOS and Android mobile devices, by installing the Java and Android SDKs for Android and configuring Xcode for iOS.

Chapter 3, Mobile Input/Touch Controls, shows a number of ways in which input can work on mobile devices. Starting off with mouse events, we will dive into recognizing touch events and gestures, as well as how to use the accelerometer and accessing information using the Touch class.

Chapter 4, Resolution Independent UI, discusses how to build the user interface for our game, starting with a title screen, and then build the other menus that we will want to use for our future chapters.

Chapter 5, Advertising Using Unity Ads, shows how to integrate Unity's Ad framework into our project and learn how to create both simple and complex versions of advertisements.

Chapter 6, Implementing In-App Purchases, talks about how to integrate Unity's In-App Purchase (IAP) system into our project and take a look at how to create an IAP that is used for consumable content as well as permanent unlocks.

Chapter 7, Getting Social, shows how to integrate social media into your projects, starting off with sharing high scores using Twitter and then taking a look at how we can use the Facebook SDK in order to display our player's name and profile picture while inside our game.

Chapter 8, Using Unity Analytics, covers some of the different ways that we can integrate Unity's Analytics tools into our projects, tracking custom events as well as using remote settings to allow us to tweak gameplay without having people redownload the game from the store.

Chapter 9, Making Your Title Juicy, introduces the concept of making games juicy with different ways that you can integrate features of juiciness into our projects, including tweening animations, materials, post-processing effects, and adding particle effects.

Chapter 10, Game Build and Submission, goes over the process of submitting our game to the Google Play or iOS App Store, with tips and tricks to help the process go smoother.