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Unity Android Game Development by Example Beginner's Guide

You're reading from   Unity Android Game Development by Example Beginner's Guide Absolute beginners to designing games for Android will find this book is their passport to quick results. Lots of handholding and practical exercises using Unity 3D makes learning a breeze.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849692014
Length 320 pages
Edition 1st Edition
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Author (1):
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Thomas James Finnegan Thomas James Finnegan
Author Profile Icon Thomas James Finnegan
Thomas James Finnegan
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Table of Contents (12) Chapters Close

Preface 1. Saying Hello to Unity and Android FREE CHAPTER 2. Looking Good – Graphical Interface 3. The Backbone of Any Game – Meshes, Materials, and Animations 4. Setting the Stage – Camera Effects and Lighting 5. Getting Around – Pathfinding and AI 6. Specialties of the Mobile Device – Touch and Tilt 7. Throwing Your Weight Around – Physics and a 2D Camera 8. Special Effects – Sound and Particles 9. Optimization A. Pop Quiz Answers Index

Time for action – preparing the world


Let's get started with preparing the world for the Angry Birds game:

  1. To start it all off, we need to create a new project in Unity. Naming it Ch7_AngryBirds will work well. Be sure to change the target platform to Android and set the Bundle Identifier to an appropriate value.

  2. Next, import the starting assets for this chapter and create some folders to keep everything organized.

  3. In Unity, it is very easy to turn a game from 3D to 2D. Simply select the Main Camera object that is by default present in every new scene, find the Projection value, and select Orthographic from the drop-down list.

    Tip

    Every camera has two options for how to render the game. Perspective renders everything utilizing the distance from the camera, imitating the real world; objects that are farther away from the camera are drawn smaller than objects that are closer. Orthographic renders everything without this consideration; objects are not scaled based on their distance from the camera...

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