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)

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, Project Setup for Android and iOS Development, will show you 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 then 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 then takes 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, Keeping Players Involved with Notifications, shows how to integrate notifications into your projects starting with the setup, before creating basic notifications ahead of time, and then seeing how to customize how the notifications are presented.

Chapter 9, 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 the gameplay without having people re-download the game from the store.

Chapter 10, Making Your Title Juicy, introduces the concept of making games juicy with
different ways that we can integrate features of juiciness into our projects, including tweening animations, materials, and postprocessing effects, and adding particle effects.

Chapter 11, Game Build and Submission, goes over the process of submitting our game to the Google Play or iOS app stores, with tips and tricks to help the process go smoother.

Chapter 12, Augmented Reality, shows the process of adding augmented reality to your games. We start off by setting up the project and going through the installation and setup process for ARCore, ARKit, and AR Foundation. We will then see how to detect surfaces in the real world before seeing how the user can interact with their environment and how to spawn objects within an AR space.