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
- Pop Quiz Answers
- Chapter 1
- Chapter 2