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)

To get the most out of this book

Throughout this book, we will work within the Unity 3D game engine, which you can download from http://unity3d.com/unity/download/. The projects were created using Unity 2020.1.0f1, but the project should work with minimal changes in future versions of the engine. If you would like to download the exact version used in this book, and there is a new version out, you can visit Unity's download archive at https://unity3d.com/get-unity/download/archive. You can also find the system requirements for Unity at https://docs.unity3d.com/2020.1/Documentation/Manual/system-requirements.html in the Unity Editor system requirements section. To deploy your project, you will need an Android or iOS device.

For the sake of simplicity, we will assume that you are working on a Windows-powered computer when developing for Android and a Macintosh computer when developing for iOS. For this book, we will be using C# as our scripting language.

If you are using the digital version of this book, we advise you to type the code yourself or access the code via the GitHub repository (link available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.

Download the example code files

You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packtpub.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

  1. Log in or register at www.packt.com.
  2. Select the Support tab.
  3. Click on Code Downloads.
  4. Enter the name of the book in the Search box and follow the onscreen instructions.

Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:

  • WinRAR/7-Zip for Windows
  • Zipeg/iZip/UnRarX for Mac
  • 7-Zip/PeaZip for Linux

The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Unity-2020-Mobile-Game-Development-Second-Edition. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots/diagrams used in this book. You can download it here: https://static.packt-cdn.com/downloads/9781838987336_ColorImages.pdf.

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: "Rename the sphere to Player and set the Transform component's position to (0, 1, -4)."

A block of code is set as follows:

/// <summary>
/// Update is called once per frame
/// </summary>
void Update ()
{
// Check if target is a valid object
if (target != null)
{
// Set our position to an offset of our target
transform.position = target.position + offset;

// Change the rotation to face target
transform.LookAt(target);
}
}

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

    [Tooltip("How fast the ball moves forwards automatically")] 
[Range(0, 10)]
public float rollSpeed = 5;

Bold: Indicates a new term, an important word, or words that you see on screen. For example, words in menus or dialog boxes appear in the text like this. Here is an example: "Select System info from the Administration panel."

Warnings or important notes appear like this.
Tips and tricks appear like this.