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Unity 2022 Mobile Game Development

You're reading from   Unity 2022 Mobile Game Development Build and publish engaging games for Android and iOS

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Product type Paperback
Published in Jun 2023
Publisher Packt
ISBN-13 9781804613726
Length 480 pages
Edition 3rd Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Gameplay/Development Setup
2. Chapter 1: Building Your Game FREE CHAPTER 3. Chapter 2: Project Setup for Android and iOS Development 4. Part 2: Mobile-Specific Features
5. Chapter 3: Mobile Input/Touch Controls 6. Chapter 4: Resolution-Independent UI 7. Chapter 5: Advanced Mobile UI 8. Chapter 6: Implementing In-App Purchases 9. Chapter 7: Advertising Using Unity Ads 10. Chapter 8: Integrating Social Media into Our Project 11. Part 3: Game Feel/Polish
12. Chapter 9: Keeping Players Involved with Notifications 13. Chapter 10: Using Unity Analytics 14. Chapter 11: Remote Config 15. Chapter 12: Improving Game Feel 16. Chapter 13: Building a Release Copy of Our Game 17. Chapter 14: Submitting Games to App Stores 18. Chapter 15: Augmented Reality 19. Index 20. Other Books You May Enjoy

Detecting touch on game objects

To add something else for our player to do, as well as to demonstrate some additional input functionality, we’ll ensure that if the player taps an obstacle, it will be destroyed. We will use the following steps to modify our existing code to add this new functionality, utilizing the concept of raycasts:

  1. In the PlayerBehaviour script, add the following new function:
    /// <summary>
    /// Will determine if we are touching a game object
    /// and if so call events for it
    /// </summary>
    /// <param name="screenPos">The position of the touch
    /// in screen space</param>
    private static void TouchObjects(Vector2 screenPos)
    {
        /* Convert the position into a ray */
        Ray touchRay =
            Camera.main.ScreenPointToRay(screenPos);
        RaycastHit hit;
        /* Create a LayerMask that will collide with...
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