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Unity 2020 Mobile Game Development

You're reading from   Unity 2020 Mobile Game Development Discover practical techniques and examples to create and deliver engaging games for Android and iOS

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Product type Paperback
Published in Aug 2020
Publisher Packt
ISBN-13 9781838987336
Length 464 pages
Edition 2nd Edition
Languages
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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 (14) Chapters Close

Preface 1. Building Your Game 2. Project Setup for Android and iOS Development FREE CHAPTER 3. Mobile Input/Touch Controls 4. Resolution-Independent UI 5. Advertising Using Unity Ads 6. Implementing In-App Purchases 7. Getting Social 8. Keeping Players Involved with Notifications 9. Using Unity Analytics 10. Making Your Title Juicy 11. Game Build and Submission 12. Augmented Reality 13. Other Books You May Enjoy

Using the accelerometer

Another type of input that mobile has, that PC doesn't, is the accelerometer. This allows you to move in game by tilting the physical position of the phone. The most popular example of this is likely the movement of the player in games such as Lima Sky's Doodle Jump and Gameloft's Asphalt series. To do something similar, we can retrieve the acceleration of our device using the Input.acceleration property and use it to move the player. Let's look at the steps to do just that:

  1. We may want to allow our designers to set whether they want to use this mode, or the ScreenTouch we used previously. With that in mind, let's create a new enum with the possible values to place in the PlayerBehaviour script above the Swipe Properties header:
[Tooltip("How fast the ball moves forwards automatically")]
[Range(0, 10)]
public float rollSpeed = 5;

public enum MobileHorizMovement
{
Accelerometer,
ScreenTouch
}

public MobileHorizMovement horizMovement...
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