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Unity Android Game Development by Example Beginner's Guide

Beginner's Guide
Thomas Finnegan

Absolute beginners to designing games for Android will find this book is their passport to quick results. Lots of handholding and practical exercises using Unity 3D makes learning a breeze.
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Book Details

ISBN 139781849692014
Paperback320 pages

About This Book

  • Enter the increasingly popular mobile market and create games using Unity 3D and Android
  • Learn optimization techniques for efficient mobile games
  • Clear, step-by-step instructions for creating a complete mobile game experience

Who This Book Is For

Great for developers new to Unity, Android, or both, this book will walk you through everything you need to know about game development for the Android mobile platform. No experience with programming, Android, or Unity is required. Most of the assets used in each chapter project are provided with the book, but it is assumed that you have some access to basic image and model creation software. You will also need access to an Android powered device.

Table of Contents

Chapter 1: Saying Hello to Unity and Android
Understanding what makes Unity great
Understanding what makes Android great
Understanding how Unity and Android work together
Differences between Pro and Basic
Setting up the development environment
Time for action – installing the JDK
Time for action – installing the Android SDK
Time for action – installing Unity 3D
Optional code editor
Connecting to a device
Time for action – simple device connection
Time for action – connecting trickier devices
Unity Remote
Building a simple application
Time for action – Hello World
Summary
Chapter 2: Looking Good – Graphical Interface
Creating a Tic-tac-toe game
Time for action – creating Tic-tac-toe
Finishing the game
Time for action – finish creating the game
GUI Skins and GUI Styles
A prettier form of Tic-tac-toe
Time for action – styling the game
Dynamic positioning
Time for action – the dynamic GUI
A better way to build to device
Time for action – build and run
Summary
Chapter 3: The Backbone of Any Game – Meshes, Materials, and Animations
Setting up
Time for action – the setup
Importing the meshes
Time for action – importing the tank
Tank import settings
Time for action – creating the tank
Time for action – keeping score
Time for action – controlling the chassis
Time for action – controlling the turret
Time for action – putting the pieces together
Creating the materials
Time for action – creating the city
Time for action – moving treads
Animations
Time for action – setting up target's animations
Time for action – creating the target state machine
Time for action – scripting the target
Time for action – creating the target
Ray tracing to shoot
Time for action – simple shooting
Summary
Chapter 4: Setting the Stage – Camera Effects and Lighting
The camera effects
Time for action – adding a skybox and distance fog
Time for action – creating the pointer
Time for action – controlling the indicator
Time for action – working with a second camera
Time for action – using the boost effect
Lights
Time for action – adding more lights
Time for action – creating a lightmap
Time for action – applying headlights
Blob shadow
Time for action – a tank with a shadow
Summary
Chapter 5: Getting Around – Pathfinding and AI
Understanding AI and pathfinding
The NavMesh
Time for action – creating the NavMesh
The NavMeshAgent component
Time for action – creating the enemy
The chase
Time for action – the player is over here
Time for action – chasing the player
Being attacked
Time for action – getting ready to fire
Attacking the enemy
Time for action – giving it a weakness
Spawning
Time for action – creating spawns
Summary
Chapter 6: Specialties of the Mobile Device – Touch and Tilt
Setting up
Time for action – creating the project
Controlling with tilt
Time for action – steering the space ship
Time for action – flying asteroids
Time for action – adding collisions
Time for action – adding an enemy ship
Controlling with touch
Time for action – touch to shoot
Time for action – creating a space spawn
Summary
Chapter 7: Throwing Your Weight Around – Physics and a 2D Camera
2D games in a 3D world
Time for action – preparing the world
Physics
Time for action – creating planks
Time for action – sliding and bouncing
Characters
Time for action – creating the pigs
Time for action – creating the red bird
Controls
Time for action – creating the slingshot
Time for action – controlling the camera
A better background
Time for action – creating the parallax background
The flock variety
Time for action – creating the yellow bird
Time for action – creating the blue bird
Time for action – creating the black bird
Level selection
Time for action – creating the level selection
Summary
Chapter 8: Special Effects – Sound and Particles
Understanding audio
Time for action – adding background music
Time for action – warning the player
Understanding particle systems
Time for action – adding engine trails
Putting it together
Time for action – adding explosions
Time for action – adding laser blasts
Summary
Chapter 9: Optimization
Minimizing the application footprint
Tracking performance
Time for action – tracking scripts
Minimizing lag
Occlusion
Time for action – occluding tanks
Summary

What You Will Learn

  • Set up a development environment to work with both Unity and Android
  • Import and work with the basic building blocks of a game: meshes, materials, and animations
  • Utilize particles and sound effects to provide feedback to the player
  • Adjust camera effects and game logic to create 2D games
  • Interface with touch and tilt inputs to create custom control systems
  • Set up path finding to create intelligently moving characters
  • Successfully create custom graphical interfaces
  • Set up and utilize physics to create a mobile game classic
  • Create dynamically lit scenes using lightmaps
  • Understand the best choices for optimizing a game for the mobile platform

In Detail

Powerful and continuing to grow, the mobile market has never been bigger and more demanding of great games. Android continues to prove itself as a strong contender in this challenging market. With Unity 3D, great games can be made for Android quickly and easily. With its great deployment system, the Android platform is now only one click away.

Unity Android Game Development by Example Beginner's Guide dives straight into making real, fully-functional games, with hands-on examples and step-by-step instructions to give you a firm grounding in Unity 3D and Android. Everything necessary for creating a complete gaming experience is covered and detailed throughout the course of this book.

Using clear and practical examples that progressively build upon each other, this book guides you through the process of creating games in Unity for Android.

Start by learning about all the great features that Unity and Android have to offer. Next, create a Tic-Tac-Toe game while learning all about interfaces. After that, learn about meshes, materials, and animations with the creation of a tank battle game. You will then learn how to expand your game's environment with the addition of shadows and a skybox. Adding on this, you will also learn how to expand the tank battle by creating enemies and using path finding to chase the player. Next, explore touch and tilt controls with the creation of a space fighter game. Then, learn about physics while recreating the most popular mobile game on the market. You will then expand the space fighter game with the addition of all the special effects that make a game great. Finally, complete your experience by learning the optimization techniques required to keep your games running smoothly.

While Unity is available for both Mac and Windows, the book is presented working from a Windows environment. Programming in Unity is possible in C#, JavaScript, and Boo. This book will be working in C# and the final projects will be provided in C# and JavaScript.

From nothing to a fully-featured mobile game, Unity Android Game Development by Example Beginner's Guide takes you through everything it takes to create your next game for the Android platform.

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