Book Image

Unity 2022 Mobile Game Development - Third Edition

By : John P. Doran
Book Image

Unity 2022 Mobile Game Development - Third Edition

By: John P. Doran

Overview of this book

Unity is a well-established player in the mobile game development sphere, and its new release, Unity 2022, is packed with new, exciting features. In Unity 2022 Mobile Game Development, Third Edition, you'll get to grips with the Unity game engine by building a mobile game and publishing it on the most popular mobile app stores as well as exploring the all-new features. This book provides a comprehensive and practical approach to mobile game development, helping you build an endless runner game. Starting with setting up a simple Unity project for mobile development, you’ll delve into various essential aspects needed to successfully create and publish your game. You’ll acquire a range of skills, such as incorporating touch gestures, monetizing your game with Unity Ads and in-app purchases, designing an intuitive UI, and seamlessly integrating social media functionalities. Additionally, you’ll gain valuable insights into player preferences and behavior using Unity's analytics tools. You’ll also explore features of augmented reality in Unity 2022, enhancing your game's appeal. By the end of this book, you’ll be well-equipped to reap the power of Unity 2022 to build, optimize, and publish robust cross-platform mobile games with C#, as well as widening your skill set and enhancing your credentials as a game developer.
Table of Contents (21 chapters)
1
Part 1: Gameplay/Development Setup
4
Part 2: Mobile-Specific Features
11
Part 3: Game Feel/Polish

Summary

There you have it! A solid foundation – but just that, a foundation. However, that being said, we covered a lot of content in this chapter. We discussed how to create a new project in Unity, and we built a player that will move continuously, as well as take inputs to move horizontally. We then discussed how we can use Unity’s attributes and XML comments to improve our code quality and help us when working in teams. We also covered how to have a moving camera. We created a tile-based level design system where we created new tiles as the game continued, randomly spawning obstacles for the player to avoid.

Throughout this book, we will explore more that we can do to improve this project and polish it while changing it to make for the best experience possible on mobile platforms. However, before we get to that, we’ll actually need to figure out how to deploy our projects, which is what we will be working on in the next chapter.