coverpage
Credits
Unity Android Game Development by Example Beginner's Guide
About the Author
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. 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
Chapter 2. 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
Chapter 3. 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
Chapter 4. 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
Chapter 5. 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
Chapter 6. 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
Chapter 7. 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
Chapter 8. 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
Chapter 9. Optimization
Minimizing the application footprint
Tracking performance
Time for action – tracking scripts
Minimizing lag
Occlusion
Time for action – occluding tanks
Summary
Appendix A. Pop Quiz Answers
Chapter 5 Getting Around – Pathfinding and AI
Chapter 6 Specialties of the Mobile Device – Touch and Tilt
Index
更新时间:2021-07-21 18:01:51