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

Adding buttons to the startScene


In the last chapter, we saw how to add text to the scene. However, we can also add buttons to the scene. The button creation process is the same as for creating a text UI. Go to GameObjects | UI | Button:

A button will be created in the scene, as shown in the following screenshot:

A button will have a Canvas, a Button, and a Text component. If you are creating a button in a scene where a Canvas component already exists, it will just use the current Canvas and create the button beneath it.

We have the Canvas component from the previous chapter. Click on the button in the Hierarchy window.

The button has Rect Transform, Canvas Renderer, Image (Script), and Button (Script) components. We have already come across the Rect Transform and Canvas Renderer:

You can specify the image of the button in the Image (Script) component. To set the image, you will import an image and convert it to Sprite types. You can only assign it to the source image after you have assigned...