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Unity 2022 Mobile Game Development - Third Edition

You're reading from  Unity 2022 Mobile Game Development - Third Edition

Product type Book
Published in Jun 2023
Publisher Packt
ISBN-13 9781804613726
Pages 480 pages
Edition 3rd Edition
Languages
Author (1):
John P. Doran John P. Doran
Profile icon John P. Doran

Table of Contents (21) Chapters

Preface 1. Part 1: Gameplay/Development Setup
2. Chapter 1: Building Your Game 3. Chapter 2: Project Setup for Android and iOS Development 4. Part 2: Mobile-Specific Features
5. Chapter 3: Mobile Input/Touch Controls 6. Chapter 4: Resolution-Independent UI 7. Chapter 5: Advanced Mobile UI 8. Chapter 6: Implementing In-App Purchases 9. Chapter 7: Advertising Using Unity Ads 10. Chapter 8: Integrating Social Media into Our Project 11. Part 3: Game Feel/Polish
12. Chapter 9: Keeping Players Involved with Notifications 13. Chapter 10: Using Unity Analytics 14. Chapter 11: Remote Config 15. Chapter 12: Improving Game Feel 16. Chapter 13: Building a Release Copy of Our Game 17. Chapter 14: Submitting Games to App Stores 18. Chapter 15: Augmented Reality 19. Index 20. Other Books You May Enjoy

What this book covers

Chapter 1, Building Your Game, introduces the basics of Unity game development by creating a simple project that will be modified throughout the book to incorporate mobile-specific features.

Chapter 2, Project Setup for Android and iOS Development, explains the process of configuring your development environment for deploying your game to both Android and iOS mobile devices.

Chapter 3, Mobile Input/Touch Controls, teaches you the fundamentals of mobile input, covering touch and gesture recognition, using the accelerometer, and accessing device information through the Touch class.

Chapter 4, Resolution-Independent UI, focuses on how to build resolution-independent UI elements, which are useful for all game projects that utilize different aspect ratios and resolutions.

Chapter 5, Advanced Mobile UI, builds upon the knowledge from the previous chapter, expanding to include mobile-specific aspects of working on a UI, such as requiring on-screen controls and adapting the UI to fit devices with notches.

Chapter 6, Implementing In-App Purchases, explains how to integrate Unity’s IAP system into our project, including the creation of both consumable and non-consumable IAPs.

Chapter 7, Advertising Using Unity Ads, covers the integration of Unity’s ad framework into our project and explores the creation of both simple and complex advertisements.

Chapter 8, Integrating Social Media into Our Project, shows how to integrate social media into your game by incorporating features such as sharing high scores on Twitter and using the Facebook SDK to log in and display a player’s name and profile picture.

Chapter 9, Keeping Players Involved with Notifications, demonstrates the integration of notifications into your game, including their setup, creating basic notifications, and customizing how they are presented.

Chapter 10, Using Unity Analytics, covers integrating Unity’s analytics tools into your game, including tracking custom events and using remote settings to modify gameplay without requiring players to redownload the game.

Chapter 11, Remote Config, will show just how easy it is to set up Unity’s Remote Config system, and how we can utilize it for a simple example by changing the difficulty of our game by changing the speed at which the player moves.

Chapter 12, Improving Game Feel, introduces the concept of “game feel” in game design and explores how to integrate tweening animations, materials, postprocessing effects, and particle effects to enhance the player experience.

Chapter 13, Building a Release Copy of Our Game, walks you through the steps required to build a release copy of your game for both iOS and Android devices.

Chapter 14, Submitting Games to App Stores, provides tips and tricks for submitting your game to the Google Play and iOS app stores.

Chapter 15, Augmented Reality, covers the process of adding AR to your game, including the setup, installation, and configuration of ARCore, ARKit, and AR Foundation, detecting surfaces in the real world, and interacting with the environment through spawning objects.

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