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Robert Wiebe - Unity iOS Essentials

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Robert Wiebe Unity iOS Essentials
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Unity iOS Essentials: summary, description and annotation

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Develop high performance, fun iOS games using Unity 3D Learn key strategies and follow practical guidelines for creating Unity 3D games for iOS devices. Learn how to plan your game levels to optimize performance on iOS devices using advanced game concepts. Full of tips, scripts, shaders, and complete Unity 3D projects to guide you through game creation on iOS from start to finish. In Detail Unity is the perfect tool for creating games for a number of platforms. Whether its 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. 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. 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. What you will learn from this book Plan and organize game levels to work on the various iOS devices: iPhone, iPod Touch, and iPad. Important iOS performance considerations and how iOS platforms differ from desktop platforms. Develop games that work with multiple device screen resolutions and orientations. Manage sophisticated game state and user preferences. Essential .NET classes. Develop a four wheeled vehicle with realistic physics. Deal with the various methods of culling available in Unity 3D for iOS. Integrate Unity3D for iOS games with servers to store things like high scores and achievements. Approach You will start by considering the essential differences between mobile and desktop game development. You will then get straight into creating unity projects that will run on the entire spectrum of iOS devices Who this book is written for This book is for people who want to plan, develop, and deploy Unity 3D games on iOS mobile platforms, including iPhone, iPod Touch and iPad. Anyone who has experience with the free desktop version of Unity 3D can pick up this book and learn how to take the desktop skills and optimize them to work on the mobile iOS platforms. Some of the features in this book discuss the Pro features of Unity 3D for iOS so a Pro license is required to use some of the features (notably Occlusion Culling and Beast Light mapping.

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Table of Contents
Unity iOS Essentials

Copyright 2011 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: December 2011

Production Reference: 1011211

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-182-6

www.packtpub.com

Cover Image by Parag Kadam (<> )

Credits

Author

Robert Wiebe

Reviewers

Fabio Ferrara

Karl Henkel

Marcin Kamiski

Clifford Peters

Alejandro Martnez Poms

Acquisition Editors

Steven Wilding

Robin De Jongh

Development Editor

Susmita Panda

Technical Editors

Ankita Shashi

Llewellyn Rosario

Sakina Kaydawala

Copy Editor

Leonard D'Silva

Project Coordinator

Joel Goveya

Proofreader

Mario Cecere

Indexers

Monica Ajmera Mehta

Tejal Daruwale

Graphics

Valentina D'Silva

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

Born in 1961, Robert Wiebe has more than 30 years experience in designing, implementing, and testing software. He wrote his first game in 1979, as a high school student, using the 6502 assembler code on an Ohio Scientific C2-4P computer with 8k RAM. More recently, he has focused on developing games and utilities for Mac OS X.

His interests include collecting vintage computers, which include many pre-IBM PC era microcomputers, Apple Macintosh computers starting with the SE/30, running Mac OS 7 through to the Macbook Pro running Mac OS X that he uses today, and both 2D and 3D game engines including Cocos2D, Torque, Cube 2, Dim 3, GameSalad, and Unity.

In addition to writing games, he has experience developing software in a number of industries, including mining, finance, and communications. He has worked for a number of employers, including Motorola as a Senior Systems Architect developing 2-way wireless data systems, and Infowave Software as the Software Development Manager for their Imaging Division. After working for other people's companies, he founded his own companies, Mireth Technology and Burningthumb Software, which are his primary interests today. This is his first book.

I would like to thank my son, Abram, who not only inspired me to pursue writing, but also has been instrumental in researching, reviewing, and revising the content of this book. I would also like to thank my wife, Donna, for not only encouraging me, but also for making it possible for me to pursue the things I want to do. And finally, I would like to thank my daughter, Amanda, who keeps me focused on the things that really matter in life.

About the Reviewers

Fabio Ferrara is a trainee at Kiwari, which is a company for software specializing in e-mail marketing. His tasks include application SQL, debugging web applications, and the creation of mini websites.

He is also a trainee at Shangrilabs S.r.l, Milan (entertainment company). His tasks include designing graphics and programming.

He is a registered student at Brera Academy, Milan. He is pursuing his first degree course in "New Technologies for Arts". He has passed all his exams for the first two years, with a grading average of 29/30. Now, he's starting with his third and final year.

He has a high school Diploma di Maturit Scientifica - from Liceo Luigi Cremona, Milan.

Karl Henkel is the founder of Parabox LLC, a company specializing in games and simulation development. Prior to forming Parabox, Karl studied Digital Media at Ohio University.

Marcin Kamiski is a programmer with 12 years experience. For the past eight years, he has been working in the games industry as an independent game developer, and is hired for outsourcing. His main fields of expertise are AI, network programming, debugging, and optimizing.

In 2005, with two friends, he created Mithril Games, a company that was creating audio games for blind people. In 2011, he founded the company, Digital Hussars, mainly to provide game programming services for others. The biggest Polish game developer and publisher, City Interactive, is using his services.

I would like to thank my wife and my daughter for supporting me in making my dreams come true.

Clifford Peters is currently a college student, pursuing a degree in Computer Science. He enjoys programming and has been doing so for the past four years. He enjoys using Unity and hopes to use it more in the future.

Clifford has also helped to review the books Unity Game Development Essentials, Unity 3D Game Development by Example Beginner's Guide, and Unity 3D Game Development Hotshot.

Alejandro Martinez Poms is a Spanish developer, currently developing software for mobile devices. Now working on Sixtemia Mobile Studio.

He has participated in some game development, and is passionate about technology and the Internet. He has for some time written in his blog (www.elmundoexterior.es) and on his personal website (www.alejandromp.com), in addition to collaborating on other sites.

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