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Learning Unity Android game development : learn to create stunning Android games using Unity /

If you are an Android developer who wants to learn how to build games with Unity for the Android platform, then this book is ideal for you. Some prior knowledge of C# and JavaScript would be helpful.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Finnegan, Thomas (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham, UK : Packt Publishing, 2015.
Edición:Fourth edition.
Colección:Community experience distilled.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Cover; Copyright; Credits; About the Author; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Saying Hello to Unity and Android; Understanding what makes Unity great; Unity
  • the best among the rest; Understanding what makes Android great; Understanding how Unity and Android work together; Differences between the Pro and Basic versions of Unity; An overview of license comparison ; NavMeshes, pathfinding, and crowd simulation; LOD support; The audio filter; Video playback and streaming; Fully-fledged streaming with asset bundles; The 100,000 dollar turnover
  • Mecanim
  • IK RigsMecanim
  • sync layers and additional curves; The custom splash screen; Real-time spot/point and soft shadows; HDR and tone mapping; Light probes; Lightmapping with global illumination and area lights; Static batching; Render-to-texture effects; Fullscreen post-processing effects; Occlusion culling; Deferred rendering; Stencil buffer access; GPU skinning; Navmesh
  • dynamic obstacles and priority; Native code plugins' support; Profiler and GPU profiling; Script access to the asset pipeline; Dark skin; Setting up the development environment; Installing the JDK
  • Installing the Android SDKInstalling Unity 3D; The optional code editor; Connecting to a device; A simple device connection; Unity Remote; Building a simple application; Hello World; Summary; Chapter 2: Looking Good
  • The Graphical Interface; Creating a Tic-tac-toe game; The game board; Creating the board; Game squares; Controlling the game; Messing with fonts; Rotating devices; Menus and victory; Setting up the elements; Adding the code; Putting them together; A better way to build for a device; Summary; Chapter 3: The Backbone of Any Game
  • Meshes, Materials, and Animations; Setting up
  • Importing the meshesTank import settings; Meshes; Normals & Tangents; Materials; The Revert and Apply buttons; Setting up the tank; The tank; Keeping score; Repeat buttons; Controlling the chassis; Controlling the turret; Putting the pieces together; Creating materials; The city; Main Maps; Secondary Maps; Moving treads; Animations in Unity; The target's animations; State machines to control animations in Unity; Target state machine; Scripting the target; Creating the prefab; Ray tracing to shooting; Summary; Chapter 4: Setting the Stage
  • Camera Effects and Lighting; Camera effects
  • Skyboxes and distance fogTarget indicator; Creating the pointer; Controlling the indicator; Working with a second camera; Turbo boost; Lights; Adding more lights; Lightmaps; Cookies; Blob shadows; Summary; Chapter 5: Getting Around
  • Pathfinding and AI; Understanding AI and pathfinding; The NavMesh; The NavMeshAgent component; Making the enemy chase the player; Revealing the player's location; Chasing the player; Being attacked by the enemy; Attacking the enemy; Spawning enemy tanks; Summary; Chapter 6: Specialities of the Mobile Device
  • Touch and Tilt; Setting up the development environment