
Mobile Game Development with Unity
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Content
- Cover
- Copyright
- Table of Contents
- Preface
- Resources Used in This Book
- Audience and Approach
- Conventions Used in This Book
- Using Code Examples
- O'Reilly Safari
- How to Contact Us
- Acknowledgments
- Part I. The Basics of Unity
- Chapter 1. Introducing Unity
- Hello, Book
- Mobile Games
- Hello, Unity
- What's Unity For?
- Getting Unity
- Chapter 2. A Tour of Unity
- The Editor
- Play Mode and Edit Mode
- The Scene View
- The Mode Selector
- Getting Around
- Handle Controls
- The Hierarchy
- The Project View
- The Inspector
- The Game View
- Wrapping Up
- Chapter 3. Scripting in Unity
- A Crash Course in C#
- Mono and Unity
- MonoDevelop
- Game Objects, Components, and Scripts
- The Inspector
- Components
- Important Methods
- Awake and OnEnable
- Start
- Update and LateUpdate
- Coroutines
- Creating and Destroying Objects
- Instantiation
- Creating an Object from Scratch
- Destroying Objects
- Attributes
- Time in Scripts
- Logging to the Console
- Wrapping Up
- Part II. Building a 2D Game: Gnome on a Rope
- Chapter 4. Getting Started Building the Game
- Game Design
- Creating the Project and Importing Assets
- Creating the Gnome
- Rope
- Coding the Rope
- Configuring the Rope
- Wrapping Up
- Chapter 5. Preparing for Gameplay
- Input
- Unity Remote
- Adding Tilt Control
- Controlling the Rope
- Making the Camera Follow the Gnome
- Scripts and Debugging
- Setting Up the Gnome's Code
- Setting Up the Game Manager
- Setting Up and Resetting the Game
- Creating a New Gnome
- Removing the Old Gnome
- Resetting the Game
- Dealing with Touching
- Reaching the Exit
- Pausing and Unpausing
- Handling the Reset Button
- Preparing the Scene
- Wrapping Up
- Chapter 6. Building Gameplay with Traps and Objectives
- Simple Traps
- Treasure and Exit
- Creating the Exit
- Adding a Background
- Wrapping Up
- Chapter 7. Polishing the Game
- Updating the Gnome's Art
- Updating the Physics
- Background
- Layers
- Creating the Backgrounds
- Different Backgrounds
- The Bottom of the Well
- Updating the Camera
- User Interface
- Invincibility Mode
- Wrapping Up
- Chapter 8. Final Touches on Gnome's Well
- More Traps and Level Objects
- Spikes
- Spinning Blade
- Blocks
- Particle Effects
- Defining the Particle Material
- The Blood Fountain
- The Blood Explosion
- Using the Particle Systems
- Main Menu
- Scene Loading
- Audio
- Wrapping Up and Challenges
- Part III. Building a 3D Game: Space Shooter
- Chapter 9. Building a Space Shooter
- Designing the Game
- Getting the Assets
- Architecture
- Creating the Scene
- Ship
- Space Station
- Skybox
- Canvas
- Wrapping Up
- Chapter 10. Input and Flight Control
- Input
- Adding the Joystick
- The Input Manager
- Flight Control
- Indicators
- Indicator Manager
- Wrapping Up
- Chapter 11. Adding Weapons and Targeting
- Weapons
- Ship Weapons
- Fire Button
- Target Reticle
- Wrapping Up
- Chapter 12. Asteroids and Damage
- Asteroids
- Asteroid Spawner
- Damage-Dealing and Taking
- Explosions
- Wrapping Up
- Chapter 13. Audio, Menus, Death, and Explosions!
- Menus
- Main Menu
- Paused Screen
- Game Over Screen
- Adding a Pause Button
- Game Manager and Death
- Start Points
- Creating the Game Manager
- Setting Up the Scene
- Boundaries
- Creating the UI
- Coding the Boundary
- Final Polish
- Space Dust
- Trail Renderers
- Audio
- Explosions
- Wrapping Up
- Part IV. Advanced Features
- Chapter 14. Lighting and Shaders
- Materials and Shaders
- Fragment-Vertex (Unlit) Shaders
- Global Illumination
- Light Probes
- Thinking About Performance
- The Profiler
- Getting Data from Your Device
- General Tips
- Wrapping Up
- Chapter 15. Creating GUIs in Unity
- How GUIs Work in Unity
- Canvas
- RectTransform
- The Rect Tool
- Anchors
- Controls
- Events and Raycasts
- Responding to Events
- Using the Layout System
- Scaling the Canvas
- Transitioning Between Screens
- Wrapping Up
- Chapter 16. Editor Extensions
- Making a Custom Wizard
- Making a Custom Editor Window
- The Editor GUI API
- The Asset Database
- Making a Custom Property Drawer
- Creating the Class
- Setting the Height of the Property
- Overriding OnGUI
- Getting the Properties
- Creating a property scope
- Drawing the Label
- Calculating the Rectangles
- Getting the Values
- Creating the Change Check
- Drawing the Slider
- Drawing the Fields
- Checking for Changes
- Storing the Properties
- Testing It Out
- Making a Custom Inspector
- Creating a Simple Script
- Creating a Custom Inspector
- Setting Up the Class
- Defining the Colors and Properties
- Setting Up the Variables
- Starting to Draw the GUI
- Drawing the Controls
- Applying Changes
- Testing It Out
- Wrapping Up
- Chapter 17. Beyond the Editor
- The Unity Services Ecosystem
- The Asset Store
- Unity Cloud Build
- Unity Ads
- Deployment
- Setting Up Your Project
- Setting Your Target
- Building for Your Platform
- Where to Go from Here
- Index
- About the Authors
- Colophon
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