Book Image

Unity iOS Essentials

By : Robert Wiebe US
Book Image

Unity iOS Essentials

By: Robert Wiebe US

Overview of this book

<p>Unity is the perfect tool for creating games for a number of platforms. Whether it&rsquo;s for the iPhone, iPod Touch, iPad, or some combination of the three, this book takes a practical approach which maximizes performance while maintaining maximum compatibility across the entire mobile device line up.<br /><br />Unity iOS Essentials takes you through all aspects of Unity 3D game development for iOS. Mobile game development means thinking about mobile performance, multiple device screen resolutions, deploying a single application to multiple devices, understanding .NET integration, taking advantage of advanced lighting and culling systems, and integrating a mobile game with a server back end. This comprehensive book on developing Unity 3D games for iOS covers it all and demonstrates the concepts using practical tips, scripts, shaders, and projects.<br /><br />Learn how to plan for supporting multiple iOS devices before you start writing your first script. Consider performance and advanced game topics that will speed up your game development while solving real world problems. Add GUIs, use sophisticated .NET programming concepts, and examine scripts and shaders, interact with servers, and interact with projects that deal with real issues. Unity iOS Essentials provides you with a fully illustrated and fully commented guide for realising your game idea using advanced concepts that work on the iOS family of mobile devices.</p>
Table of Contents (15 chapters)
Unity iOS Essentials
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Culling made easy


The two most important forms of culling are distance culling and occlusion culling. There are some very simple steps that we can take to make using each of these culling methods very easy.

Distance culling

To make distance culling easy, we need to pre-plan the distances at which we want to cull the various objects in our game. We may decide to use 25, 50, and 150 meters as good distances to cull our various game objects. Once we have decided on the distances, we need to pick the game layers that we want to use for objects that will be culled based on those distances and set up the layer names in the Tag Manager. For example, we may decide to use layers 13, 14, and 15, and we may name them Cull25, Cull50, and Cull150.

The following screenshot shows how we would name those layers in the Tag Manager:

Once...