
Learn Unity 4 for iOS Game Development
Philip Chu(Author)
APress
Published on 20. June 2013
Book
Paperback/Softback
XXV, 556 pages
978-1-4302-4875-0 (ISBN)
Article exhausted; check for reprint
Description
Unity is an incredibly powerful and popular game creation tool, and Unity 4 brings even more great features, including Mechanim animation. Learn Unity 4 for iOS Game Development will show you how to use Unity with Xcode to create fun, imaginative 3D games for iPhone, iPad, and iPod touch. You'll learn how to optimize your game for both speed and quality, how to test and profile your game, and how to get the most out of your iOS device features, including the gyroscope and accelerometer.
You'll also learn how to incorporate the latest Game Center improvements in iOS 6 into your game, how to make sure your game gets into the App Store, and even how to promote your app and track revenue.
If you have a great 3D game idea, and you want to make it a reality in the App Store, then Learn Unity 4 for iOS Game Development has exactly what you need.
More details
Edition
1st ed.
Language
English
Place of publication
Berkeley
United States
Target group
Professional and scholarly
Popular/general
Illustrations
446 s/w Abbildungen
446 Illustrations, black and white; XXV, 556 p. 446 illus.
Dimensions
Height: 25.4 cm
Width: 17.8 cm
Weight
1038 gr
ISBN-13
978-1-4302-4875-0 (9781430248750)
DOI
10.1007/978-1-4302-4876-7
Schweitzer Classification
Other editions
New editions

Allan Fowler | Philip Chu
Learn Unity 2017 for iOS Game Development
Create Amazing 3D Games for iPhone and iPad
Book
11/2017
2nd Edition
APress
€40.65
Shipment within 15-20 days
Additional editions

Content
Chapter 1: Getting Started
Chapter 2: A Unity Tour
Chapter 3: Making a Scene
Chapter 4: Making it Move: Scripting the Cube
Chapter 5: Let's Dance! Animation and Sound
Chapter 6: Let's Roll! Physics and Controls
Chapter 7: Let's Bowl! Advanced Physics
Chapter 8: Let's Play! Scripting the Game
Chapter 9: The Game GUI
Chapter 10: Using Unity iOS
Chapter 11: Building for Real: Device testing and App Submission
Chapter 12: Presentation: Screens and Icons
Chapter 13: Handling Device Input
Chapter 14: Game Center
Chapter 15: iAds
Chapter 16: Optimization
Chapter 17: Where Do We Go from Here?