Praise for Mobile Game Development with Unity
If you want to build any kind of game for mobile platforms, youve got to take a look at Unity. This book is an excellent, thorough, and seriously fun guide to putting together gameplay in one of the best game engines out there for indie developers.
Adam Saltsman, Creator of Canabalt and Overland at Finji
The best way to learn how to use a game engine is by getting your hands dirty and building your own projects. In this book, Paris and Jon guide you through the creation of two radically different games, giving you invaluable hands-on experience with a wide range of Unitys features.
Alec Holowka, Lead Developer of Night in the Woods and Aquaria at Infinite Ammo
This book changed my life. I now feel inner peace, and Im pretty sure I can see through time.
Liam Esler, Game Developers Association of Australia
Mobile Game Development with Unity
by Jon Manning and Paris Buttfield-Addison
Copyright 2017 Jonathon Manning and Paris Buttfield-Addison. All rights reserved.
Printed in Canada.
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- August 2017: First Edition
Revision History for the First Edition
- 2017-07-31: First Release
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The OReilly logo is a registered trademark of OReilly Media, Inc. Mobile Game Development with Unity, the cover image, and related trade dress are trademarks of OReilly Media, Inc.
While the publisher and the authors have used good faith efforts to ensure that the information and instructions contained in this work are accurate, the publisher and the authors disclaim all responsibility for errors or omissions, including without limitation responsibility for damages resulting from the use of or reliance on this work. Use of the information and instructions contained in this work is at your own risk. If any code samples or other technology this work contains or describes is subject to open source licenses or the intellectual property rights of others, it is your responsibility to ensure that your use thereof complies with such licenses and/or rights.
978-1-491-94474-5
[TI]
Preface
Welcome to Mobile Game Development with Unity! In this book, well take you from nothing all the way up to building two complete games, and teach you both beginning and advanced Unity concepts and techniques along the way.
The book is split into four parts.
explores some of the more advanced features of Unity, including lighting, the GUI system, extending the Unity editor itself, the Unity asset store, deploying games, and platform-specific features.
If you have any feedback, please let us know! You can email us at .
Resources Used in This Book
Supplemental material (art, sound, code examples, exercises, errata, etc.) is available for download at http://secretlab.com.au/books/unity.
Audience and Approach
This book is designed for people who want to build games but dont have any previous game development experience.
Unity supports a few different programming languages. Well be using C# in this book. We will assume that you know how to program in a relatively modern language, but it doesnt have to be recent programming experience as long as youre somewhat comfortable with the basics.
The Unity editor runs on both macOS and Windows. We use macOS, so the screenshots shown throughout the book are taken from there, but everything we cover is identical on Windows, with one small exception: building iOS games with Unity. Well explain when we get to it, but you cant do it on Windows. Android works fine on Windows though, and macOS can build for both iOS and Android.
The book takes the approach that you need to understand the basics of game design, as well as Unity itself, before you build some games, so we teach you that in we follow up with all the other Unity features that you should know about.
We will assume that youre fairly confident and comfortable navigating your operating system, and using your mobile devices (whether they be iOS or Android).
We wont be covering the creation of art or sound assets for your games, although we do supply assets for the two games you build through this book.
Conventions Used in This Book
The following typographical conventions are used in this book:
ItalicIndicates new terms, URLs, email addresses, filenames, and file extensions.
Constant width
Used for program listings, as well as within paragraphs to refer to program elements such as variable or function names, databases, data types, environment variables, statements, and keywords.
Constant width bold
Shows commands or other text that should be typed literally by the user.
Constant width italic
Shows text that should be replaced with user-supplied values or by values determined by context.
Tip
This icon signifies a tip or suggestion.
Note
This element signifies a general note.
Warning
This icon indicates a warning or caution.
Using Code Examples
Supplemental material (code examples, exercises, errata, etc.) is available for download at http://secretlab.com.au/books/unity.
This book is here to help you get your job done. In general, if example code is offered with this book, you may use it in your programs and documentation. You do not need to contact us for permission unless youre reproducing a significant portion of the code. For example, writing a program that uses several chunks of code from this book does not require permission. Selling or distributing a CD-ROM of examples from OReilly books does require permission. Answering a question by citing this book and quoting example code does not require permission. Incorporating a significant amount of example code from this book into your products documentation does require permission.
We appreciate, but do not require, attribution. An attribution usually includes the title, author, publisher, and ISBN. For example: Mobile Game Development with Unity by Jonathon Manning and Paris Buttfield-Addison (OReilly). Copyright 2017 Jon Manning and Paris Buttfield-Addison, 978-1-491-94474-5.
If you feel your use of code examples falls outside fair use or the permission given above, feel free to contact us at .
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