Unity iOS Game Development Beginners Guide

More Information
Learn
  • Create an AppStore account.
  • Core Unity from the iOS developer’s perspective.
  • Scripting using C#.
  • Handling common iOS sensors including GPS, Camera, Accelerometer and Touch Screen.
  • Handle movies, music, and other multimedia entities.
  • Build game AI for the mobile space.
  • Optimize and debug your game for iOS devices using XCode.
  • Build a multiplayer game using Apple’s Game Center and Unity Networking.
  • Build plugins to extend Unity.
  • Add micro payments, advertisements and in app purchasing.
  • Target your audience, and make money from your creation!

 

About

Would you like to create money making games for iOS? If so,  Unity iOS Game Development Beginners Guideis for you. It will guide you through the entire creative process of designing a game through to making money from it.

This book will teach you the secrets of building and monetizing games for the iOS platform using the latest version of Unity. The book is linear and progressive so every chapter builds upon the knowledge of the last. You will learn Unity and the iOS basics necessary to get started. You will design a game for the iOS. You will build that game feature by feature. Finally you will publish your game and add the features that will enable your game to generate revenue.

You have never built anything using Unity or iOS so we will begin with the basics. We will then move onto the basic features of a game: scenes, AI, characters, accelerometer, and input methods. Once you have mastered this we will begin the creation of our game – a 3rd person perspective dungeon crawler game inspired by the arcade game called Gauntlet. You will bring AAA quality to the game by adding co-op multiplayer so that your friends can join in and participate in the game. You will also add occlusion culling and beastmap lighting. Next you will integrate the game with some 3rd party services for advertisements, micro transactions, and in app purchasing. You will also integrate with Game Center. Finally you will publish your game for the entire world to see.

Features
  • Dive straight into game development with no previous Unity or iOS experience
  • Work through the entire lifecycle of developing games for iOS
  • Add multiplayer, input controls, debugging, in app and micro payments to your game
  • Implement the different business models that will enable you to make money on iOS games

Color Images

Page Count 318
Course Length 9 hours 32 minutes
ISBN 9781849690409
Date Of Publication 23 Feb 2012
Important preliminary points
What is Unity?
Getting a real application running on a device
Time for action – Loading a project
Time for action – Select iPhone as a target platform
Time for action – Publishing to our device
Summary
Welcome home
Time for action – Creating a new layout
Time for action – Saving a new layout
Time for action – Deploying Unity Remote
Time for action – Testing our application using Unity Remote
Summary
Composing our first scene
Start with the basics
Time for action – Creating a scene
Time for action – Creating objects in a scene
Time for action – Let there be light
Time for action – Hello "World"
Time for action – Controling the camera
Time for action – Deploying to the iOS device
Summary
Basic concepts of Unity development
Time for action – Exporting asset packages
Time for action – Importing asset packages
Time for action – Adding components to Game Objects
Time for action – Positioning, Rotating, and Scaling a Game Object
Time for action – Adding audio clips
Time for action – Creating prefabs
Summary
Important preliminary points
Unity Scripting Primer
Time for action – Creating and organizing scripts
iPhoneSettings
Time for action – Identifying the type of iOS
Time for action – Changing state according to player location
Time for action – Rotating the screen
iPhoneUtils
Time for action – Yarr! There be pirates!
Accessing the camera
Summary
Game Concept
Time for action – Project setup
Time for action – Building a game world
Summary
Input Capabilities
Implementing Joysticks
Time for action – Getting oriented
Time for action – Implementing the joysticks
Moving around
Time for action – Implementing the camera control
Time for action – Animating the player character
Importing an animation
Time for action – Importing from Mixamo
Driving our character
Time for action – Driving our character
Time for action – Getting a driver's license with Root Motion Controller
Rotation via Accelerometer
Time for action – Updating upon device tilt
Shaking the device to perform a healing action
Time for action – Detecting a shake
Summary
Important preliminary points
Audio capabilities
Time for action – Adding ambient sounds
Time for action – Adding sounds to actions
Time for action – The sound of music
Video capabilities
Time for action – Playing embedded video
Time for action – Streaming video
Summary
Important preliminary points
Translating the design
Time for action – Creating the menu background
What just happened?
Time for action – Adding buttons to the GUI
Time for action – Prime31 UIToolkit
Summary
Gunplay as gameplay
Time for action – Readying the weapon
Time for action – Adding a particle system
Let the animation drive
Time for action – Adding animation events
You are already dead
Time for action – Detecting collisions
Playing with (rag) dolls
Time for action – Attaching a rag doll
Summary
Debugging
Time for action – Using breakpoints
Time for action – Debugging the application
Time for action – Stepping through the game
Profiling
Time for action – Fine tuning the application (Pro Versions)
Object pooling – Into the pool
Time for action – Optimizing with the object pool
Unleash the beast
Time for action – Generating Beast lightmaps
Summary
Business model generation
Time for action – Readying your app for sale
Time for action – Adding iAds
In-App purchases
Time for action – Adding In-App purchases
Time for action – Adding content to the Unity Asset Store
Measuring success with iTunes Connect
Time for action – How is our game doing?
Summary

Authors

Gregory Pierce

Gregory Pierce has worked in software development and executive management, across a variety of high-technology industries, for over 18 years. Gregory started his professional computer software career as a software test engineer for the Microsoft Corporation in 2002. Since then he has gained experience across a variety of industries; while working in the defense and space industry for Sytex, Director of Research and Development for Bethesda Softworks and Zenimax Media, Software Architect for the Strategic Applications group within CNN, and later Time Warner, Technology Evangelist at JBoss/Red Hat, Vice President of Technology for Blockbuster, and finally Director of Global Software Development for the Intercontinental Hotels Group. A published technical author, Gregory has used his experience to give back to communities by lecturing on a variety of technology subjects, contributing to open source projects, and participating in organizations such as Junior Achievement. Gregory holds an MBA in Global Business from the Georgia Institute of Technology and a BS in Computer Science from Xavier University of Louisiana. In this book, many of the chapters and artwork contained herein are commissioned by Sojourner Mobile, provider of the monetization platform that has made it all possible. He co-authored Direct3D Professional Reference during the early days of DirectX.