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Learning Unity iOS Game Development
Learning Unity iOS Game Development

Learning Unity iOS Game Development: Build exciting games with Unity on iOS and publish them on the App Store

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Learning Unity iOS Game Development

Chapter 2. Player Input for Mobile Devices

One of the more unique aspects of mobile gaming is the input system. Unlike most other devices for gaming, mobile devices are not designed to take input (such as traditional gaming systems) and are instead in the spectrum of an entertainment device, meaning they are not solely used to play games. This means that we have to observe how the player is going to interact with the game differently as compared to devices specific to gaming—which have either dedicated or what you'd call standard input schemes that allow the player to have a pleasing experience.

The most successful games on the mobile platform do one thing well: they give the player a simple and responsive input. For example, games focused on puzzles such as connect three items of one type in a row by swiping types between each other, a slot machine, and casino games, which require the touch of a single button, or even the more complex games (such as the endless runner...

Creating the C# input class

The very first step is to create the C# class that will calculate the input from the player. To start, open Unity with the following steps:

  1. Right-click on the Assets folder and select Create and then Folder:
    Creating the C# input class
  2. I named my folder Scripts; you can give it any name you like, although I recommend something that keeps you organized.
  3. When this folder is created, right-click on it. Then, navigate to Create and select C# Class.
  4. You can again name this what you like; I chose PlayerInput.

Unity ships with its own Integrated Development Environment (IDE) called MonoDevelop. When you double-click on PlayerInput, this is what will open.

Tip

If you want to use a different IDE, you can do so by navigating to Edit | Preferences | External Tools and changing External Script Editor to something of your choice.

Now, double-click on PlayerInput.

When PlayerInput opens, it will have a default structure that Unity uses for classes created in the engine, as shown in the following code:

using...

What is Touch?

Touch is a struct. To put it differently, it is a group of different variables that hold information about what the input can do. It is possible to monitor multiple Touch structs at once if the user is trying to input more than one, although we are only looking for one.

We do not need all the information Unity's touch gives us. We only need the location on the screen where the touch started, how long the touch lasted in seconds, where the touch ended on the screen, and the current state of the touch. From this, we will be able to detect the type of input and the direction of the input, if the player tapped, or if the player swiped in a direction.

Our own Touch

The first step to coding our input class is to create our own struct that will hold the values we need. The benefit to creating our own Touch is that we can then use it for only what we need. It also gives us the means to use the mouse input to accomplish the same input logic as the device, allowing editor testing...

Creating the Input GameObject

Save the document and then maximize or select Unity. This will force the editor to compile the code that we have just written.

  1. On the left-hand side of the editor in the Hierarchy tab, right-click and select Create Empty. This will add a blank GameObject to the scene.
  2. Right-click on the GameObject that we just created and select Rename. Name it Input.
  3. While still having the Input GameObject selected, look to the right-hand side of the screen in Inspector and click on Add Component.
  4. When the search window pops up, enter the first half of what you called your input class. For example, when I enter player, my Player Input class will appear in the list:
    Creating the Input GameObject
  5. Click on your input class to add it to the Input GameObject. If everything goes according to plan, you will see the component added and SwipeTime and SwipeDistance both set to 0. Alternatively, you can add the Input component to GameObject by left-clicking, holding, and dragging it onto GameObject in the Hierarchy tab...

The Start function

Before we get to the core of the input logic, let's first set a default value to our ActiveTouch variable. As we don't want the game to start running with ActiveTouch.Phase to be set to anything but canceled, we need to set it.

Add the following code to the Start function:

  /* Use this for initialization */
  void Start ()
  {
    ActiveTouch.Phase = TouchPhase.Canceled;
  }

Tip

By default, this would be set to TouchPhase.Began, which would cause an unwanted touch to be detected when the game loads.

Starting to work with Update

Next, we will set up the Update function to look after any touch input from the user. In order to do this so that it works in the editor and on the device, we will need a bit of logic to repeat itself. This is because the mouse input isn't related to the touch input.

To begin, add the following code to the Update function:

  void Update () 
  {
    if (Application.isEditor)
    {
      if (Input.GetMouseButton(0))
      {
      }
    }
    else
    {
      if (Input.touches.Length > 0)
      {
      }
    }
  }

In this comparison, we will check whether the game can run in the editor. If it is not, we run what is in else.

If isEditor is true, we then check whether MouseButton(0) is pressed. Otherwise, as most people know, left-click on it.

If isEditor is false, we can check whether touches.Length is more than zero. If it is more than zero, we know that there is a touch on the screen.

Furthermore, you can also use platform-dependent conditions to check for specific...

Creating the C# input class


The very first step is to create the C# class that will calculate the input from the player. To start, open Unity with the following steps:

  1. Right-click on the Assets folder and select Create and then Folder:

  2. I named my folder Scripts; you can give it any name you like, although I recommend something that keeps you organized.

  3. When this folder is created, right-click on it. Then, navigate to Create and select C# Class.

  4. You can again name this what you like; I chose PlayerInput.

Unity ships with its own Integrated Development Environment (IDE) called MonoDevelop. When you double-click on PlayerInput, this is what will open.

Tip

If you want to use a different IDE, you can do so by navigating to Edit | Preferences | External Tools and changing External Script Editor to something of your choice.

Now, double-click on PlayerInput.

When PlayerInput opens, it will have a default structure that Unity uses for classes created in the engine, as shown in the following code:

using UnityEngine...

What is Touch?


Touch is a struct. To put it differently, it is a group of different variables that hold information about what the input can do. It is possible to monitor multiple Touch structs at once if the user is trying to input more than one, although we are only looking for one.

We do not need all the information Unity's touch gives us. We only need the location on the screen where the touch started, how long the touch lasted in seconds, where the touch ended on the screen, and the current state of the touch. From this, we will be able to detect the type of input and the direction of the input, if the player tapped, or if the player swiped in a direction.

Our own Touch

The first step to coding our input class is to create our own struct that will hold the values we need. The benefit to creating our own Touch is that we can then use it for only what we need. It also gives us the means to use the mouse input to accomplish the same input logic as the device, allowing editor testing that...

Creating the Input GameObject


Save the document and then maximize or select Unity. This will force the editor to compile the code that we have just written.

  1. On the left-hand side of the editor in the Hierarchy tab, right-click and select Create Empty. This will add a blank GameObject to the scene.

  2. Right-click on the GameObject that we just created and select Rename. Name it Input.

  3. While still having the Input GameObject selected, look to the right-hand side of the screen in Inspector and click on Add Component.

  4. When the search window pops up, enter the first half of what you called your input class. For example, when I enter player, my Player Input class will appear in the list:

  5. Click on your input class to add it to the Input GameObject. If everything goes according to plan, you will see the component added and SwipeTime and SwipeDistance both set to 0. Alternatively, you can add the Input component to GameObject by left-clicking, holding, and dragging it onto GameObject in the Hierarchy tab...

The Start function


Before we get to the core of the input logic, let's first set a default value to our ActiveTouch variable. As we don't want the game to start running with ActiveTouch.Phase to be set to anything but canceled, we need to set it.

Add the following code to the Start function:

  /* Use this for initialization */
  void Start ()
  {
    ActiveTouch.Phase = TouchPhase.Canceled;
  }

Tip

By default, this would be set to TouchPhase.Began, which would cause an unwanted touch to be detected when the game loads.

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Description

Over recent years, the market for mobile game development using Unity has grown multi-fold with an overwhelming 600 million gamers playing games developed using Unity engine. The newly launched Unity 5 offers a wide range of dedicated and powerful tools for iOS developers who intend to follow the basics and gradually elevate their skills to revolutionize the way they design and publish games for the App Store. From beginners, to those who are experienced making video games, this book goes through the steps of using Unity 5 to make a game from the ground up and setting the game up with iTunes Game Center features. The book begins with an introduction to setting up an iTunes Connect developer account, this will allow you to use Unity to its full potential with iOS. You will create a new app in iTunes Connect with the settings for Apple approval. You will learn, in detail, how to use Unity 5 and the programming language C# to make a fully interactive game that keeps track of player progress, Game Center Leaderboards, and Achievements, as well as displaying iAds and offering In-App purchases. Moving on, you’ll discover how to create development and release builds, enabling you to test the game on your device before finally submitting the game for Apple’s approval. By the end of the book, you will have a complete understanding of how iTunes and Unity can be used in combination to build and publish a fully interactive and reliable game to the App Store.

Who is this book for?

This book is for iOS developers who want to learn how to build games with Unity for the iOS platform. Some prior experience in game development would be useful.
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Publication date : Sep 29, 2015
Length: 230 pages
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Language : English
ISBN-13 : 9781784399801
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Length: 230 pages
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ISBN-13 : 9781784399801
Vendor :
Unity Technologies
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Table of Contents

8 Chapters
1. Requirements and Preparation Work Chevron down icon Chevron up icon
2. Player Input for Mobile Devices Chevron down icon Chevron up icon
3. Player Character, Obstacles, and Pickups Chevron down icon Chevron up icon
4. Editor Tool, Prefabs, and Game Level Chevron down icon Chevron up icon
5. Scene Background, the Game User Interface, and the Save Profile Chevron down icon Chevron up icon
6. Main Menu, iAds, Leaderboards, Store Purchases, and Achievements Chevron down icon Chevron up icon
7. Game Builds and Submission to Apple Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(2 Ratings)
5 star 50%
4 star 0%
3 star 50%
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1 star 0%
Stephen Cowart Oct 14, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I absolutely loved this book. The book is easy enough for beginners to follow. If you already know some unity, but want to know how to integrate some iOS specific functionality (i.e. gamecenter, iAds, etc.) this book is also right up your alley. I was able to complete this book over a weekend and had no problems. I'm now confident and ready to add gamecenter to my game and get it on the app store. I would highly recommend this book for anyone who is just beginning Unity or someone that just needs that extra help with iOS specific features. Well written.
Amazon Verified review Amazon
Cindy K. Oakes Jan 12, 2017
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
I started it, but had a question and tried to contact the author and was ignored.Really you tube videos are just as good.I may try it again now that I am a little better at unity.
Amazon Verified review Amazon
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