Mobile Game Development With Unity: Build Once, Deploy Anywhere 1st Edition Jonathon Manning Latest PDF 2025
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Mobile Game
Development
with Unity
BUILD ONCE, DEPLOY ANYWHERE
“If you want to build any kind of game for mobile platforms, you’ve got
to take a look at Unity. This book is an excellent, thorough, and
seriously fun guide to putting together gameplay in one of the best
game engines out there for indie developers.”
—Adam Saltsman, Creator of Canabalt and
Overland at Finji
“The best way to learn how to use a game engine is by getting your
hands dirty and building your own projects. In this book, Paris and Jon
guide you through the creation of two radically different games, giving
you invaluable hands-on experience with a wide range of Unity’s
features.”
—Alec Holowka, Lead Developer of Night in the
Woods and Aquaria at Infinite Ammo
“This book changed my life. I now feel inner peace, and I’m pretty sure
I can see through time.”
—Liam Esler, Game Developers’ Association of
Australia
Mobile Game Development
with Unity
Build Once, Deploy Anywhere
The O’Reilly logo is a registered trademark of O’Reilly Media, Inc. Mobile Game
Development with Unity, the cover image, and related trade dress are trademarks of
O’Reilly Media, Inc.
While the publisher and the authors have used good faith efforts to ensure that the
information and instructions contained in this work are accurate, the publisher and
the authors disclaim all responsibility for errors or omissions, including without
limitation responsibility for damages resulting from the use of or reliance on this
work. Use of the information and instructions contained in this work is at your own
risk. If any code samples or other technology this work contains or describes is sub‐
ject to open source licenses or the intellectual property rights of others, it is your
responsibility to ensure that your use thereof complies with such licenses and/or
rights.
978-1-491-94474-5
[LSI]
Table of Contents
Preface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ix
2. A Tour of Unity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Editor 7
The Scene View 11
The Hierarchy 14
The Project View 15
The Inspector 17
The Game View 19
Wrapping Up 19
3. Scripting in Unity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
A Crash Course in C# 22
Mono and Unity 23
Game Objects, Components, and Scripts 25
Important Methods 28
Coroutines 31
Creating and Destroying Objects 33
Attributes 36
Time in Scripts 39
v
Logging to the Console 40
Wrapping Up 40
vi | Table of Contents
Part III. Building a 3D Game: Space Shooter
9. Building a Space Shooter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Designing the Game 204
Architecture 209
Creating the Scene 210
Wrapping Up 226
Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 437
ix
Unity supports a few different programming languages. We’ll be
using C# in this book. We will assume that you know how to pro‐
gram in a relatively modern language, but it doesn’t have to be
recent programming experience as long as you’re somewhat com‐
fortable with the basics.
The Unity editor runs on both macOS and Windows. We use
macOS, so the screenshots shown throughout the book are taken
from there, but everything we cover is identical on Windows, with
one small exception: building iOS games with Unity. We’ll explain
when we get to it, but you can’t do it on Windows. Android works
fine on Windows though, and macOS can build for both iOS and
Android.
The book takes the approach that you need to understand the basics
of game design, as well as Unity itself, before you build some games,
so we teach you that in Part I. Once that’s done, parts II and III
explore the construction of a 2D game and a 3D game, respectively,
and then in Part IV we follow up with all the other Unity features
that you should know about.
We will assume that you’re fairly confident and comfortable navigat‐
ing your operating system, and using your mobile devices (whether
they be iOS or Android).
We won’t be covering the creation of art or sound assets for your
games, although we do supply assets for the two games you build
through this book.
x | Preface
Constant width bold
Shows commands or other text that should be typed literally by
the user.
Constant width italic
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by values determined by context.
Preface | xi
“Mobile Game Development with Unity by Jonathon Manning and
Paris Buttfield-Addison (O’Reilly). Copyright 2017 Jon Manning
and Paris Buttfield-Addison, 978-1-491-94474-5.”
If you feel your use of code examples falls outside fair use or the per‐
mission given above, feel free to contact us at permis‐
sions@oreilly.com.
O’Reilly Safari
Safari (formerly Safari Books Online) is a
membership-based training and reference
platform for enterprise, government, educa‐
tors, and individuals.
How to Contact Us
Please address comments and questions concerning this book to the
publisher:
We have a web page for this book, where we list errata, examples,
and any additional information. You can access this page at http://
bit.ly/Mobile-Game-Dev-Unity.
xii | Preface
To comment or ask technical questions about this book, send email
to bookquestions@oreilly.com.
For more information about our books, courses, conferences, and
news, see our website at http://www.oreilly.com.
Find us on Facebook: http://facebook.com/oreilly
Follow us on Twitter: http://twitter.com/oreillymedia
Watch us on YouTube: http://www.youtube.com/oreillymedia
Acknowledgments
Jon and Paris wish to thank their fabulous editors, especially Brian
MacDonald (@bmac_editor) and Rachel Roumeliotis (@rroumelio‐
tis) for their work in bringing this book to fruition. Thanks for all
the enthusiasm! Thanks also to the fabulous staff at O’Reilly Media,
for making writing books such a pleasure.
Thanks also to our families for encouraging our game development,
as well as all of MacLab and OSCON (you know who you are) for
encouragement and enthusiasm. Thanks particularly to our fabulous
tech reviewer, Dr. Tim Nugent (@the_mcjones).
Preface | xiii
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