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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
Tools
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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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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

Implementing a gesture

Another type of input that you'll find in mobile games is that of a swipe, such as in Kiloo's Subway Surfers. This will allow us to use the general movement of the touch to dictate a direction for us to move in. This is usually used to have our players jump from one position to another or move quickly in a certain direction. So we'll go ahead and implement that using the following steps, instead of our previous movement system:

  1. In the PlayerBehaviour script, go ahead and add some new variables for us to work with:
[Header("Swipe Properties")]
[Tooltip("How far will the player move upon swiping")]
public float swipeMove = 2f;


[Tooltip("How far must the player swipe before we will execute the action (in inches)")]
public float minSwipeDistance = 0.25f;

/// <summary>
/// Used to hold the value that converts minSwipeDistance to pixels
/// </summary>
private float minSwipeDistancePixels;

/// <summary>
/// Stores...
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