Unity iOS Game Development Beginners Guide Table of Contents


Table of Contents

Preface
Chapter 1: What is Unity and why should I care?
Chapter 2: Getting Up and Running
Chapter 3: Hello World
Chapter 4: Unity Concepts
Chapter 5: Scripting: Whose line is it anyway?
Chapter 6: Our Game: Battle Cry!
Chapter 7: Input: Let's Get Moving!
Chapter 8: Multimedia
Chapter 9: User Interface
Chapter 10: Gameplay Scripting
Chapter 11: Debugging and Optimization
Chapter 12: Commercialization: Make 'fat loot' from your Creation
Pop Quiz Answers
Index

  • Chapter 1: What is Unity and why should I care?
    • Important preliminary points
    • What is Unity?
    • Getting a real application running on a device
    • Time for action – Loading a project
    • Time for action – Select iPhone as a target platform
    • Time for action – Publishing to our device
    • Summary
    • Chapter 2: Getting Up and Running
      • Welcome home
        • Transform tools
        • Transform Gizmo Toggles
        • VCR Controls
        • Layers drop-down
        • Layout drop-down
        • Project view
        • Hierarchy view
        • Scene view
        • Game view
        • Inspector
        • Console view
        • Profiler view
      • Time for action – Creating a new layout
      • Time for action – Saving a new layout
      • Time for action – Deploying Unity Remote
      • Time for action – Testing our application using Unity Remote
      • Summary
      • Chapter 3: Hello World
        • Composing our first scene
        • Start with the basics
        • Time for action – Creating a scene
        • Time for action – Creating objects in a scene
        • Time for action – Let there be light
        • Time for action – Hello "World"
        • Time for action – Controling the camera
        • Time for action – Deploying to the iOS device
        • Summary
        • Chapter 4: Unity Concepts
          • Basic concepts of Unity development
            • Asset
          • Time for action – Exporting asset packages
          • Time for action – Importing asset packages
            • Game Objects
            • Components
          • Time for action – Adding components to Game Objects
            • Transform
          • Time for action – Positioning, Rotating, and Scaling a
          • Game Object
            • Camera
              • Camera properties
              • Camera projection types
            • Lights
              • Directional light
              • Point light
              • Spot light
              • Lightmapping
            • Sound
              • Audio listener
              • Audio sources
              • Audio clips
          • Time for action – Adding audio clips
            • Scripts
              • Editors
            • Prefabs
          • Time for action – Creating prefabs
            • Scene
          • Summary
          • Chapter 5: Scripting: Whose line is it anyway?
            • Important preliminary points
            • Unity Scripting Primer
              • Oh no! You've got Mono!
              • Common Language Infrastructure
              • Boo- more than a ghost in mario
                • What does a Boo script look like?
                • Should I choose Boo?
              • UnityScript/JavaScript – Relevant beyond the web
                • What does a Javascript script look like?
                • Should I choose JavaScript?
              • C# – The revenge of Microsoft
                • What does a C# script look like?
                • Should I choose C#?
            • Time for action – Creating and organizing scripts
              • Attaching scripts to Game Objects
              • Exposing variables in the Unity editor
              • Key scripting methods
            • iPhoneSettings
              • Screen orientation
              • Sleep mode
              • Device information
            • Time for action – Identifying the type of iOS
              • Location services
            • Time for action – Changing state according to player location
              • Screen manipulation
            • Time for action – Rotating the screen
            • iPhoneUtils
              • Playing movies
              • Is my application genuine?
            • Time for action – Yarr! There be pirates!
            • Accessing the camera
            • Summary
            • Chapter 6: Our Game: Battle Cry!
              • Game Concept
                • Story
                • Interface
                • Control
                • Audio
              • Time for action – Project setup
              • Time for action – Building a game world
                • Unity Asset Store
              • Summary
              • Chapter 7: Input: Let's Get Moving!
                • Input Capabilities
                  • The technology of touch
                    • Resistive technology
                    • Capacitive technology
                    • Infrared technology
                  • Accelerometer
                  • Gyroscope
                  • Touch screen
                  • Accelerometer/Gyroscope
                • Implementing Joysticks
                • Time for action – Getting oriented
                • Time for action – Implementing the joysticks
                • Moving around
                • Time for action – Implementing the camera control
                • Time for action – Animating the player character
                  • Importing an animation
                    • Animation splitting
                    • Multiple files
                • Importing an animation
                • Time for action – Importing from Mixamo
                • Driving our character
                • Time for action – Driving our character
                • Time for action – Getting a driver's license with Root
                • Motion Controller
                • Rotation via Accelerometer
                • Time for action – Updating upon device tilt
                • Shaking the device to perform healing action
                • Time for action – Detecting a shake
                  • Physician heal thyself
                • Summary
                • Chapter 8: Multimedia
                  • Important preliminary points
                  • Audio capabilities
                    • Playing sounds
                  • Time for action – Adding ambient sounds
                  • Time for action – Adding sounds to actions
                    • Playing music
                  • Time for action – The sound of music
                  • Video capabilities
                  • Time for action – Playing embedded video
                  • Time for action – Streaming video
                  • Summary
                  • Chapter 9: User Interface
                    • Important preliminary points
                    • Translating the design
                      • Immediate mode game user interfaces
                    • Time for action – Creating the menu background
                    • What just happened?
                      • Putting the menu on the screen
                    • Time for action – Adding buttons to the GUI
                      • A better way – UIToolkit
                    • Time for action – Prime31 UIToolkit
                    • Summary
                    • Chapter 10: Gameplay Scripting
                      • Gunplay as gameplay
                      • Time for action – Readying the weapon
                        • Firing projectiles
                      • Time for action – Adding a particle system
                      • Let the animation drive
                        • Animation Events
                      • Time for action – Adding animation events
                      • You are already dead
                        • World Particle Colliders
                      • Time for action – Detecting collisions
                      • Playing with (rag) dolls
                      • Time for action – Attaching a rag doll
                      • Summary
                      • Chapter 11: Debugging and Optimization
                        • Debugging
                        • Time for action – Using breakpoints
                        • Time for action – Debugging the application
                        • Time for action – Stepping through the game
                        • Profiling
                        • Time for action – Fine tuning the application (Pro Versions)
                        • Object pooling – Into the pool
                        • Time for action – Optimizing with the object pool
                        • Unleash the beast
                        • Time for action – Generating Beast lightmaps
                        • Summary
                        • Chapter 12: Commercialization: Make 'fat loot' from your Creation
                          • Business model generation
                            • Pure app sales
                            • Advertising
                            • In-App purchases
                            • Marketplace component
                          • Time for action – Readying your app for sale
                          • Time for action – Adding iAds
                          • In-App purchases
                            • Subscription types
                            • Delivery models
                          • Time for action – Adding In-App purchases
                          • Time for action – Adding content to the Unity Asset Store
                          • Measuring success with iTunes Connect
                          • Time for action – How is our game doing?
                          • Summary

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