Unity iOS Essentials

Develop high performance, fun iOS games using Unity 3D with this book and ebook
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Unity iOS Essentials

Robert Wiebe

Develop high performance, fun iOS games using Unity 3D with this book and ebook
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Book Details

ISBN 139781849691826
Paperback358 pages

Book Description

Unity is the perfect tool for creating games for a number of platforms. Whether it’s 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.

Table of Contents

Chapter 1: Planning Ahead for a Unity3D iOS Game
iOS device differences
Unity support for multiple iOS devices
Understanding iOS SDKs and target platforms
Set up an iOS App for multiple target building
Planning efficient levels
Summary
Chapter 2: iOS Performance Guide
Choose the right game
Unified graphic architecture
Dos and Don'ts
Culling is important
Summary
Chapter 3: Advanced Game Concepts
Engaging menus
Dealing with device screen resolutions
Testing iOS games in the editor
Using shaders to solve real-world problems
Organizing game objects for easy asset sharing
Summary
Chapter 4: Flyby Background
Set up a background scene
Set up the camera path
Set up the main menu
Testing the scene in the editor
Setup for multiple iOS device deployment
Deploy the App to multiple devices
Task: create the background scene
Task: create a path to follow
Task: putting it all together with the menu
Challenge: flipping the iOS device
Summary
Chapter 5: Scalable Sliding GUIs
Think about resolution not pixels
Separating dialogs from contents
Dialog location, animation, and speed
Task: script a scalable dialog
Task: script some dialog contents
Challenge: making things flexible in the editor
Challenge: creating custom GUI elements
Summary
Chapter 6: Preferences and Game State
Introducing .NET
Understanding property lists
Handling different game players
Deciding where to put files
Task: load and save the players' preferences
Task: create a GUI to get the players' names
Challenge: load and save the player's game state
Summary
Chapter 7: The Need for Speed
Adding a four-wheeled vehicle
Managing physics
Realistic and fast foliage
Culling made easy
Task: build your track
Task: create a death zone
Challenge: eliminate Z-Fighting
Summary
Chapter 8: Making it real
Lighting and lightmapping the track
Particles that pop
Shaders in the game world
Water that works
Task: The final track
Task: Create a rich and engaging scene
Summary
Chapter 9: Putting it all together
Ending or suspending the game under multitasking
Top scores board
Task: Publish results online
Task: Build and deploy the finished game to multiple iOS devices
Summary

What You Will Learn

  • 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.

 

Authors

Table of Contents

Chapter 1: Planning Ahead for a Unity3D iOS Game
iOS device differences
Unity support for multiple iOS devices
Understanding iOS SDKs and target platforms
Set up an iOS App for multiple target building
Planning efficient levels
Summary
Chapter 2: iOS Performance Guide
Choose the right game
Unified graphic architecture
Dos and Don'ts
Culling is important
Summary
Chapter 3: Advanced Game Concepts
Engaging menus
Dealing with device screen resolutions
Testing iOS games in the editor
Using shaders to solve real-world problems
Organizing game objects for easy asset sharing
Summary
Chapter 4: Flyby Background
Set up a background scene
Set up the camera path
Set up the main menu
Testing the scene in the editor
Setup for multiple iOS device deployment
Deploy the App to multiple devices
Task: create the background scene
Task: create a path to follow
Task: putting it all together with the menu
Challenge: flipping the iOS device
Summary
Chapter 5: Scalable Sliding GUIs
Think about resolution not pixels
Separating dialogs from contents
Dialog location, animation, and speed
Task: script a scalable dialog
Task: script some dialog contents
Challenge: making things flexible in the editor
Challenge: creating custom GUI elements
Summary
Chapter 6: Preferences and Game State
Introducing .NET
Understanding property lists
Handling different game players
Deciding where to put files
Task: load and save the players' preferences
Task: create a GUI to get the players' names
Challenge: load and save the player's game state
Summary
Chapter 7: The Need for Speed
Adding a four-wheeled vehicle
Managing physics
Realistic and fast foliage
Culling made easy
Task: build your track
Task: create a death zone
Challenge: eliminate Z-Fighting
Summary
Chapter 8: Making it real
Lighting and lightmapping the track
Particles that pop
Shaders in the game world
Water that works
Task: The final track
Task: Create a rich and engaging scene
Summary
Chapter 9: Putting it all together
Ending or suspending the game under multitasking
Top scores board
Task: Publish results online
Task: Build and deploy the finished game to multiple iOS devices
Summary

Book Details

ISBN 139781849691826
Paperback358 pages
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