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Unity 2020 Mobile Game Development

Unity 2020 Mobile Game Development

By : John P. Doran
5 (1)
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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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Creating a title screen

Now, before we start adding UI elements to our game, let's first set up some groundwork and foundational knowledge by creating something that we will need anyway—a title screen:

  1. To start, we'll go ahead and create a new scene for us to work with by going to File | New Scene. When dealing with a UI, we will often want to see a visual representation of what will be drawn on the screen, so we will want to make use of 2D mode to have a better representation of what our UI will look like in the final version of the game.
  2. To do that, go to the Scene view tab—you'll see the control bar menu with a 2D button on it underneath that. Click on it, and you should see the camera automatically move into something that looks similar to the following screenshot:

The 2D button switches the camera between 2D and 3D views. In 2D mode, you'll note that the Scene Gizmos is gone due to the fact that the only option is to look perpendicularly at the...

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