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首页使用Unity 5开发安卓游戏实战指南
"Learning Unity Android Game Development" 是一本由PACKT在2015年出版的书籍,专门针对使用Unity 5开发Android游戏的初学者和进阶者。本书通过丰富的实例,帮助读者掌握利用Unity 5的强大功能来构建高质量Android游戏的技巧。 在本书中,你将了解到Unity 5对Android平台的无缝集成,这使得游戏开发变得更加高效和便捷。作者Thomas Finnegan引导读者逐步学习游戏开发的基础,从理解Unity 5和Android提供的特性开始。书中的实例包括构建经典游戏如井字游戏(Tic-Tac-Toe)和猴子球游戏,并逐步升级这些游戏,增加光照、天空盒来扩展游戏环境,以及如何在坦克战斗游戏中创建敌人。 此外,通过克隆猴子球游戏,读者将学习到如何利用触摸和倾斜控制,同时深入探讨2D游戏的物理配置和选项,如在类似愤怒的小鸟游戏中应用的那样。这有助于理解如何在Unity中实现动态的游戏体验。 最后,本书还将介绍游戏优化的重要技术,确保游戏在运行时的流畅性。这对于任何游戏开发者来说都是至关重要的,因为优化可以显著提高游戏性能,减少卡顿,提升用户体验。 这本书旨在提供一个全面的学习路径,从基础到高级,让读者能够熟练掌握Unity 5在Android游戏开发中的应用。无论你是对游戏开发感兴趣的新手,还是寻求提升现有技能的开发者,都能从这本书中获益匪浅。通过实际操作和详细的指导,你将能够在Unity平台上创造出引人入胜的Android游戏。
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Preface
[ ix ]
Chapter 5, Getting Around – Pathnding and AI, shows the creation of bile enemies in
our Tank Battle game. We explore pathnding and AI to give players a target that is
more meaningful than a stationary dummy.
Chapter 6, Specialities of the Mobile Device – Touch and Tilt, covers the features that
make the modern mobile device special. We create a Monkey Ball-style game to
understand the touch interface and tilt controls.
Chapter 7, Throwing Your Weight Around – Physics and a 2D Camera, shows you how to
create a clone of the Angry Birds game while taking a short break from the Monkey
Ball game. Physics and Unity's 2D pipeline are also explored here.
Chapter 8, Special Effects – Sound and Particles, returns us to the Monkey Ball game to
add special effects. The inclusion of sound effects and particles allows us to create a
more complete game experience.
Chapter 9, Optimization, covers optimization in Unity 3D. We cover the benets and
costs of making our Tank Battle and Monkey Ball games as efcient as possible.
What you need for this book
Throughout this book, we will be working with both the Unity 3D game engine and
the Android platform. As you have seen in the previous section, we will cover both
the acquisition and installation of Unity and Android SDK in the rst chapter. To get
the most out of this book, you will need access to an Android-powered device; either
a phone or tablet that will work well. Some sections of the book cover features that
are only available in the Pro version of Unity. For simplicity's sake, we will assume
that you are working on a Windows-powered computer. In addition, the code
throughout the book is written in C#, though JavaScript versions of each chapter's
project are available for reference. To fully utilize the models provided for each
chapter's projects, you will need Blender, which is a free modeling program that is
available at http://www.blender.org. You will also need a photo editing program;
both Photoshop and Gimp are excellent choices. You will need both a modeling
program, such as Blender, and an image editing program, such as Photoshop or
Gimp, to create and work with your own content. We also recommend that you
obtain a source by which to create or acquire audio les. All of the audio les
provided by this book can be found at http://www.freesound.org.
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Preface
[ x ]
Who this book is for
This book will be optimal for readers who are new to game development and mobile
development using Unity 5.0 and Android L. Readers who learn best with real-world
examples rather than dry documentation will nd every chapter useful. Even if you
have little or no programming skill, this book will enable you to jump in and learn
some concepts and standards for programming and game development.
Conventions
In this book, you will nd a number of text styles that distinguish between different
kinds of information. Here are some examples of these styles and an explanation of
their meaning.
Code words in text, database table names, folder names, lenames, le extensions,
pathnames, dummy URLs, user input, and Twitter handles are shown as follows:
"The CheckVictory function runs through the possible combinations for victory in
the game."
A block of code is set as follows:
public void NewGame() {
xTurn = true;
board = new SquareState[9];
turnIndicatorLandscape.text = "X's Turn";
}
Any command-line input or output is written as follows:
adb kill-server
adb start-server
adb devices
New terms and important words are shown in bold. Words that you see on the
screen, for example, in menus or dialog boxes, appear in the text like this: "Follow
that up by clicking on the Download the SDK Tools for Windows button."
Warnings or important notes appear in a box like this.
Tips and tricks appear like this.
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Preface
[ xi ]
Reader feedback
Feedback from our readers is always welcome. Let us know what you think about
this book—what you liked or disliked. Reader feedback is important for us as it helps
us develop titles that you will really get the most out of.
To send us general feedback, simply e-mail feedback@packtpub.com, and mention
the book's title in the subject of your message.
If there is a topic that you have expertise in and you are interested in either writing
or contributing to a book, see our author guide at www.packtpub.com/authors.
Customer support
Now that you are the proud owner of a Packt book, we have a number of things to
help you to get the most from your purchase.
Downloading the example code
You can download the example code les from your account at http://www.
packtpub.com for all the Packt Publishing books you have purchased. If you
purchased this book elsewhere, you can visit http://www.packtpub.com/support
and register to have the les e-mailed directly to you.
Downloading the color images of this book
We also provide you with a PDF le that has color images of the screenshots/
diagrams used in this book. The color images will help you better understand the
changes in the output. You can download this le from: https://www.packtpub.
com/sites/default/files/downloads/LearningUnityAndroidGameDevelopment_
Graphics.pdf.
Errata
Although we have taken every care to ensure the accuracy of our content, mistakes
do happen. If you nd a mistake in one of our books—maybe a mistake in the text or
the code—we would be grateful if you could report this to us. By doing so, you can
save other readers from frustration and help us improve subsequent versions of this
book. If you nd any errata, please report them by visiting http://www.packtpub.
com/submit-errata, selecting your book, clicking on the Errata Submission Form
link, and entering the details of your errata. Once your errata are veried, your
submission will be accepted and the errata will be uploaded to our website or added
to any list of existing errata under the Errata section of that title.
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Preface
[ xii ]
To view the previously submitted errata, go to https://www.packtpub.com/books/
content/support and enter the name of the book in the search eld. The required
information will appear under the Errata section.
Piracy
Piracy of copyrighted material on the Internet is an ongoing problem across all
media. At Packt, we take the protection of our copyright and licenses very seriously.
If you come across any illegal copies of our works in any form on the Internet, please
provide us with the location address or website name immediately so that we can
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Please contact us at copyright@packtpub.com with a link to the suspected pirated
material.
We appreciate your help in protecting our authors and our ability to bring you
valuable content.
Questions
If you have a problem with any aspect of this book, you can contact us at
questions@packtpub.com, and we will do our best to address the problem.
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[ 1 ]
Saying Hello to Unity
and Android
Welcome to the wonderful world of mobile game development. Whether you are
still looking for the right development kit or have already chosen one, this chapter
will be very important. In this chapter, we explore the various features that come
with choosing Unity as your development environment and Android as the target
platform. Through comparison with major competitors, it is discovered why Unity
and Android stand at the top of the pile. Following this, we will examine how Unity
and Android work together. Finally, the development environment will be set up
and we will create a simple Hello World application to test whether everything is set
up correctly. For the purposes of this book, it is assumed that you are working in a
Windows-based environment.
In this chapter, we will cover the following topics:
• Major Unity features
• Major Android features
• Unity licensing options
• Installing the JDK
• Installing the Android software development kit (SDK)
• Installing Unity 3D
• Installing Unity Remote
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