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

Pausing the game

To get the game to pause correctly, we will tweak some scripts we’ve written previously using the following steps:

  1. Open the PlayerBehaviour script and add the code highlighted in bold to the FixedUpdate function:
    /// <summary>
    /// FixedUpdate is a prime place to put physics
    /// calculations happening over a period of time.
    /// </summary>
    void FixedUpdate()
    {
        /* If the game is paused, don't do anything */
        if (PauseScreenBehaviour.paused)
        {
            return;
        }
        // Check if we're moving to the side
        var horizontalSpeed = Input.GetAxis("Horizontal")
            * dodgeSpeed;
        // Rest of the FixedUpdate function...

The added code makes it so that if the game is paused, we will not do...