Book Image

Unity 2020 Mobile Game Development - Second Edition

By : John P. Doran
Book Image

Unity 2020 Mobile Game Development - Second Edition

By: John P. Doran

Overview of this book

Unity 2020 brings a lot of new features that can be harnessed for building powerful games for popular mobile platforms. This updated second edition delves into Unity development, covering the new features of Unity, modern development practices, and augmented reality (AR) for creating an immersive mobile experience. The book takes a step-by-step approach to building an endless runner game using Unity to help you learn the concepts of mobile game development. This new edition also covers AR features and explains how to implement them using ARCore and ARKit with Unity. The book explores the new mobile notification package and helps you add notifications for your games. You’ll learn how to add touch gestures and design UI elements that can be used in both landscape and portrait modes at different resolutions. The book then covers the best ways to monetize your games using Unity Ads and in-app purchases before you learn how to integrate your game with various social networks. Next, using Unity’s analytics tools, you’ll enhance your game by gaining insights into how players like and use your game. Finally, you’ll take your games into the real world by implementing AR capabilities and publishing them on both Android and iOS app stores. By the end of this book, you will have learned Unity tools and techniques and be able to use them to build robust cross-platform mobile games.
Table of Contents (14 chapters)

Summary

In this chapter, we explored a number of ways that we can make use of Unity's Analytics tool to make our games better, from how to tell what our players are doing to learning how we can adjust our game based on that feedback without users having to download an entirely new copy of our game.

Specifically, we learned how to set up the Unity Analytics section of the Unity Editor and then saw how we can make use of code to create events to be sent to the cloud for us to look at. With the data given, we learned how we could make use of funnels and Funnel Analyzer to learn more about our players. We then learned how we could use Remote Settings to make adjustments to our games on the fly.

With this, we have all of the implementation details of our game complete, but our game right now is pretty bare. In the next chapter, we will look into ways to make our game more polished using features such as particle systems and screen shake.