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Beginning Unity Android Game Development: From Beginner to Pro

✍ Scribed by Kishan Takoordyal


Publisher
Apress
Year
2020
Tongue
English
Leaves
264
Edition
1
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


Master the art of programming games for Android using the Unity3D game engine. This book will help you understand basic concepts of game development in Unity. By the end of Beginning Unity Android Game Development, you will have the knowledge to confidently build an Android game. 

The book starts by explaining simple programming concepts to make beginners comfortable with the jargon. You will then learn to navigate around the Unity interface and use basic tools (hand, move, rotate, scale, and rect). You will also be acquainted with the creation of basic 3D objects in the game while understanding the purpose of several of Unity’s windows.

In the last chapters, you will learn to create a simple game for Android using the concepts studied in the previous chapters. Scripts will be written to handle the behaviors of the player and enemies as well as to handle other aspects of the game. The author shares tips along the way to help improve in-game performance, such as switching to the universal rendering pipeline when targeting mobile platforms.

At the end of the book, you will have a solid knowledge in making basic Android games that can be upgraded later to make more complex games.

What You Will Learn

  • Explore basic Unity and C# programming concepts and scripting for Android games
  • Navigate around the Unity interface and use its basic tools
  • Make the most of popular components and features of Unity
  • Write an Android game with optimizations

Who This Book Is For

Absolute beginners learning to program games for the Android platform using Unity3D. Basic knowledge of programming would be beneficial for the reader but is not required.

✦ Table of Contents


Table of Contents
About the Author
About the Technical Reviewer
Introduction
Chapter 1: Programming Concepts
1.1 Variables, Constants, and Types
1.1.1 Integer Data Type
1.1.2 Float Data Type
1.1.3 Boolean Data Type
1.1.4 String Data Type
1.1.5 Variables
1.1.6 Constants
1.1.7 Comments
1.2 Arrays
1.2.1 Declaring and Creating an Array
1.2.2 Setting, Fetching, and Modifying Values in an Array
1.3 Arithmetic Operators
1.3.1 Addition, Subtraction, Multiplication, and Division
1.3.2 Variables and Constants
1.3.3 Modulus
1.3.4 Compound Assignment Operators
1.3.5 Quick Increment and Decrement
1.3.6 Unary Operations
1.3.7 Casting
1.4 Logical Operators
1.4.1 Simple Boolean Expressions
1.4.2 AND (&&)
1.4.3 OR (||)
1.4.4 NOT (!)
1.5 Selection
1.5.1 if then else Control Structure
1.5.2 Case Control Structure
1.6 Iteration
1.6.1 while Loop
1.6.2 for Loop
1.6.3 foreach Loop
1.6.4 Continue and Break
1.7 Functions
1.7.1 Basics
1.7.2 Parameters
1.7.3 Returning a Value
1.7.4 global and local
1.8 Coroutines
1.8.1 Defining and Calling Coroutines
1.8.2 Using Seconds Instead of Frames
Chapter 2: Introduction to Unity
2.1 Creating a Unity Account
2.2 Downloading Unity and Add-ons
2.2.1 Unity Hub
2.2.2 Creating an Empty Project
2.3 Essential Windows
2.3.1 The Project Window
2.3.2 The Hierarchy Window
2.3.3 The Scene Window
2.3.4 Game View
2.3.5 The Inspector Window
2.3.6 The Unity Asset Store
2.3.7 The Console Window
2.3.8 Build Settings
Chapter 3: GameObjects, Prefabs, Materials, and Components
3.1 GameObjects and Prefabs
3.2 Components
3.2.1 Transform
3.2.2 Camera
3.2.3 Lighting
3.2.4 Renderer
3.2.5 Collider
3.2.6 Rigidbody
3.2.7 Audio Source and Listener
3.2.8 Particle System
3.2.9 Trail Renderer
3.3 Materials
3.4 Tags and Layers
3.5 Scripts
Chapter 4: User Interface
4.1 Canvas
4.1.1 Canvas Component
4.1.2 Canvas Scaler
4.1.3 Graphic Raycaster
4.2 Rect Transform
4.3 Text
4.4 Image
4.5 Raw Image
4.6 Slider
4.7 Button
4.8 Input Field
4.9 Toggle
4.10 Drop-down
4.11 Scrollbar
4.12 Scrollview
4.13 Panel
4.14 EventSystem
4.15 Introduction to Input Axes
Chapter 5: Building Our First Android Game: Sphere Shooter
5.1 Render Pipelines
5.1.1 Universal Render Pipeline (URP)
5.2 The Environment
5.3 Our Player (Tank)
5.3.1 Making the Tank
5.3.2 Setting Up Our Scene
5.3.3 Player Movement
5.3.4 Camera Positioning
5.3.5 Making the Player Shoot Bullets
5.4 Enemies
5.4.1 Making an Enemy
5.4.2 Importing Another Asset from the Store
5.4.3 Making Our Enemy Move and Explode
Chapter 6: Improving and Building Sphere Shooter
6.1 Spawning Enemies
6.2 Scoring
6.3 Making Menus
6.3.1 Coding Utilities Required
6.3.2 Start Menu
6.3.3 Pause Menu
6.3.4 Game Over Menu
6.4 Adding Health
6.5 A New Enemy
6.6 HealthBoxes
6.6.1 Making the healthBox
6.6.2 Adding Health
6.6.3 Spawning healthBoxes Along the Map
6.7 Exporting the Game as an .apk file
Index


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