PacktLib: Unity Android Game Development by Example Beginner's Guide

Unity Android Game Development by Example Beginner's Guide

Credits

About the Author

About the Reviewers

www.PacktPub.com

Preface

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

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

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

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

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

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

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

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

Optimization

Minimizing the application footprint

Tracking performance

Time for action – tracking scripts

Minimizing lag

Occlusion

Time for action – occluding tanks

Summary

Pop Quiz Answers

Pop Quiz Answers

Pop Quiz Answers

Index