Book Image

Mastering Android Game Development with Unity

By : Siddharth Shekar
Book Image

Mastering Android Game Development with Unity

By: Siddharth Shekar

Overview of this book

Game engines such as Unity are the power-tools behind the games we know and love. Unity is one of the most widely-used and best loved packages for game development and is used by everyone, from hobbyists to large studios, to create games and interactive experiences for the Web, desktop, mobile, and console. With Unity's intuitive, easy-to-learn toolset and this book, it's never been easier to become a game developer. You will begin with the basic concepts of Android game development, a brief history of Android games, the building blocks of Android games in Unity 5, and the basic flow of games. You will configure an empty project for the Jetpack Joyride Clone Game, add an environment and characters, and control them. Next you will walk through topics such as particle systems, camera management, prefabs, animations, triggers, colliders, and basic GUI systems. You will then cover the basic setup for 3D action fighting games, importing models, textures and controlling them with a virtual on-screen joystick. Later you will set up Scene for 3D Configuration, create basic gameplays, and manage input controls. Next you will learn to create the interface for the main menu, gameplay, game over, achievements, and high score screens. Finally you will polish your game with stats, sounds, and Social Networking, followed by testing the game on Android devices and then publishing it on Google Play, Amazon, and OUYA Stores.
Table of Contents (15 chapters)
Title Page
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Customer Feedback
Preface

Summary


This chapter was an introduction to the basic concepts of 3D games. We discussed how any Unity project is configured for 3D games and how 3D model files are imported in Unity. We also discussed the materials and textures for the 3D models. In order to focus on our fighting action game, we discussed humanoid models or character models and how they are imported. We then discussed the configuration of an avatar for the humanoid models to use in the animation system. Unity offers two kinds of animation systems; legacy and Mecanim. We discussed brief details about legacy as it has been deprecated in Unity now followed by a more detailed discussion on the Mecanim animation system. We imported a few animations and worked to create a simple animation controller alongside a simple parameter to control the flow of the animations.

In the next chapter, we will continue from the controller and create a detailed animation controller with lots of animations and parameters, which will be used for...