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Unity 2020 Mobile Game Development

Unity 2020 Mobile Game Development

By : John P. Doran
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Unity 2020 Mobile Game Development

Unity 2020 Mobile Game Development

5 (1)
By: John P. Doran

Overview of this book

Unity 2020 brings a lot of new features that can be harnessed for building powerful games for popular mobile platforms. This updated second edition delves into Unity development, covering the new features of Unity, modern development practices, and augmented reality (AR) for creating an immersive mobile experience. The book takes a step-by-step approach to building an endless runner game using Unity to help you learn the concepts of mobile game development. This new edition also covers AR features and explains how to implement them using ARCore and ARKit with Unity. The book explores the new mobile notification package and helps you add notifications for your games. You’ll learn how to add touch gestures and design UI elements that can be used in both landscape and portrait modes at different resolutions. The book then covers the best ways to monetize your games using Unity Ads and in-app purchases before you learn how to integrate your game with various social networks. Next, using Unity’s analytics tools, you’ll enhance your game by gaining insights into how players like and use your game. Finally, you’ll take your games into the real world by implementing AR capabilities and publishing them on both Android and iOS app stores. By the end of this book, you will have learned Unity tools and techniques and be able to use them to build robust cross-platform mobile games.
Table of Contents (14 chapters)
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Moving using touch controls

Unity's Input engine has a property called Input.touches, which is an array of Touch objects. The Touch struct contains information on the touch that occurred, having information such as the amount of pressure on the touch and how many times you tapped the screen. It also contains the position property, such as Input.mousePosition, that will tell you what position the tap occurred at, in pixels.

For more info on the Touch struct, check out https://docs.unity3d.com/ScriptReference/Touch.html.

Let's look at the steps to use touch instead of mouse inputs:

  1. Adjust our preceding code to look something like the following:
//Check if Input has registered more than zero touches
if (Input.touchCount > 0)
{
//Store the first touch detected.
Touch touch = Input.touches[0];

// Converts to a 0 to 1 scale
var worldPos = Camera.main.ScreenToViewportPoint
(touch.position);

float xMove = 0;

// If we press the...

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