What this book covers
Chapter 1, Building Your Game, introduces the basics of Unity game development by creating a simple project that will be modified throughout the book to incorporate mobile-specific features.
Chapter 2, Project Setup for Android and iOS Development, explains the process of configuring your development environment for deploying your game to both Android and iOS mobile devices.
Chapter 3, Mobile Input/Touch Controls, teaches you the fundamentals of mobile input, covering touch and gesture recognition, using the accelerometer, and accessing device information through the Touch
class.
Chapter 4, Resolution-Independent UI, focuses on how to build resolution-independent UI elements, which are useful for all game projects that utilize different aspect ratios and resolutions.
Chapter 5, Advanced Mobile UI, builds upon the knowledge from the previous chapter, expanding to include mobile-specific aspects of working on a UI, such as requiring on-screen controls and adapting the UI to fit devices with notches.
Chapter 6, Implementing In-App Purchases, explains how to integrate Unity’s IAP system into our project, including the creation of both consumable and non-consumable IAPs.
Chapter 7, Advertising Using Unity Ads, covers the integration of Unity’s ad framework into our project and explores the creation of both simple and complex advertisements.
Chapter 8, Integrating Social Media into Our Project, shows how to integrate social media into your game by incorporating features such as sharing high scores on Twitter and using the Facebook SDK to log in and display a player’s name and profile picture.
Chapter 9, Keeping Players Involved with Notifications, demonstrates the integration of notifications into your game, including their setup, creating basic notifications, and customizing how they are presented.
Chapter 10, Using Unity Analytics, covers integrating Unity’s analytics tools into your game, including tracking custom events and using remote settings to modify gameplay without requiring players to redownload the game.
Chapter 11, Remote Config, will show just how easy it is to set up Unity’s Remote Config system, and how we can utilize it for a simple example by changing the difficulty of our game by changing the speed at which the player moves.
Chapter 12, Improving Game Feel, introduces the concept of “game feel” in game design and explores how to integrate tweening animations, materials, postprocessing effects, and particle effects to enhance the player experience.
Chapter 13, Building a Release Copy of Our Game, walks you through the steps required to build a release copy of your game for both iOS and Android devices.
Chapter 14, Submitting Games to App Stores, provides tips and tricks for submitting your game to the Google Play and iOS app stores.
Chapter 15, Augmented Reality, covers the process of adding AR to your game, including the setup, installation, and configuration of ARCore, ARKit, and AR Foundation, detecting surfaces in the real world, and interacting with the environment through spawning objects.