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Mobile Game
Development
with Unity
BUILD ONCE, DEPLOY ANYWHERE

Jon Manning &


Paris Buttfield-Addison
Praise for Mobile Game Development with
Unity

“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

Jon Manning and Paris Buttfield-Addison

Beijing Boston Farnham Sebastopol Tokyo


Mobile Game Development with Unity
by Jon Manning and Paris Buttfield-Addison
Copyright © 2017 Jonathon Manning and Paris Buttfield-Addison. All rights
reserved.
Printed in the United States of America.
Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA
95472.
O’Reilly books may be purchased for educational, business, or sales promotional use.
Online editions are also available for most titles (http://oreilly.com/safari). For more
information, contact our corporate/institutional sales department: 800-998-9938 or
corporate@oreilly.com.

Editor: Rachel Roumeliotis Indexer: WordCo Indexing Services, Inc.


Development Editor: Brian MacDonald Interior Designer: David Futato
Production Editor: Justin Billing Cover Designer: Karen Montgomery
Copyeditor: Jasmine Kwityn Illustrator: Rebecca Demarest
Proofreader: Sonia Saruba

August 2017: First Edition

Revision History for the First Edition


2017-07-31: First Release
2017-09-15: Second Release

See http://oreilly.com/catalog/errata.csp?isbn=9781491944745 for release details.

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

Part I. The Basics of Unity


1. Introducing Unity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Hello, Book 3
Hello, Unity 4

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

Part II. Building a 2D Game: Gnome on a Rope


4. Getting Started Building the Game. . . . . . . . . . . . . . . . . . . . . . . . . . 43
Game Design 44
Creating the Project and Importing Assets 50
Creating the Gnome 52
Rope 61
Wrapping Up 77

5. Preparing for Gameplay. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79


Input 79
Setting Up the Gnome’s Code 96
Setting Up the Game Manager 109
Preparing the Scene 122
Wrapping Up 124

6. Building Gameplay with Traps and Objectives. . . . . . . . . . . . . . . . 125


Simple Traps 125
Treasure and Exit 127
Adding a Background 133
Wrapping Up 134

7. Polishing the Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137


Updating the Gnome’s Art 138
Updating the Physics 142
Background 150
User Interface 161
Invincibility Mode 171
Wrapping Up 173

8. Final Touches on Gnome’s Well. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175


More Traps and Level Objects 175
Particle Effects 182
Main Menu 189
Audio 196
Wrapping Up and Challenges 197

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

10. Input and Flight Control. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227


Input 227
Flight Control 233
Wrapping Up 243

11. Adding Weapons and Targeting. . . . . . . . . . . . . . . . . . . . . . . . . . . . 245


Weapons 245
Target Reticle 263
Wrapping Up 264

12. Asteroids and Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265


Asteroids 265
Damage-Dealing and Taking 272
Wrapping Up 284

13. Audio, Menus, Death, and Explosions!. . . . . . . . . . . . . . . . . . . . . . . 285


Menus 285
Game Manager and Death 291
Boundaries 303
Final Polish 311
Wrapping Up 322

Part IV. Advanced Features


14. Lighting and Shaders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
Materials and Shaders 325
Global Illumination 340
Thinking About Performance 347
Wrapping Up 353

Table of Contents | vii


15. Creating GUIs in Unity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355
How GUIs Work in Unity 355
Controls 362
Events and Raycasts 362
Using the Layout System 364
Scaling the Canvas 367
Transitioning Between Screens 369
Wrapping Up 369

16. Editor Extensions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371


Making a Custom Wizard 373
Making a Custom Editor Window 382
Making a Custom Property Drawer 395
Making a Custom Inspector 404
Wrapping Up 410

17. Beyond the Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411


The Unity Services Ecosystem 411
Deployment 424
Where to Go from Here 435

Index. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 437

viii | Table of Contents


Preface

Welcome to Mobile Game Development with Unity! In this book,


we’ll take you from nothing all the way up to building two complete
games, and teach you both beginning and advanced Unity concepts
and techniques along the way.
The book is split into four parts.
Part I introduces the Unity game engine, and explores the basics,
including how to structure games, graphics, scripting, sounds, phys‐
ics, and particle systems. Part II then takes you through the con‐
struction of a full 2D game with Unity, involving a gnome on a rope
trying to get treasure. Part III explores the construction of a full 3D
game with Unity, including spaceships, asteroids, and more. Part IV
explores some of the more advanced features of Unity, including
lighting, the GUI system, extending the Unity editor itself, the Unity
asset store, deploying games, and platform-specific features.
If you have any feedback, please let us know! You can email us at
unitybook@secretlab.com.au.

Resources Used in This Book


Supplemental material (art, sound, code examples, exercises, errata,
etc.) is available for download at http://secretlab.com.au/books/unity.

Audience and Approach


This book is designed for people who want to build games but don’t
have any previous game development experience.

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.

Conventions Used in This Book


The following typographical conventions are used in this book:
Italic
Indicates new terms, URLs, email addresses, filenames, and file
extensions.
Constant width
Used for program listings, as well as within paragraphs to refer
to program elements such as variable or function names, data‐
bases, data types, environment variables, statements, and key‐
words.

x | Preface
Constant width bold
Shows commands or other text that should be typed literally by
the user.
Constant width italic
Shows text that should be replaced with user-supplied values or
by values determined by context.

This icon signifies a tip or suggestion.

This element signifies a general note.

This icon indicates a warning or caution.

Using Code Examples


Supplemental material (code examples, exercises, errata, etc.) is
available for download at http://secretlab.com.au/books/unity.
This book is here to help you get your job done. In general, if exam‐
ple code is offered with this book, you may use it in your programs
and documentation. You do not need to contact us for permission
unless you’re reproducing a significant portion of the code. For
example, writing a program that uses several chunks of code from
this book does not require permission. Selling or distributing a CD-
ROM of examples from O’Reilly books does require permission.
Answering a question by citing this book and quoting example code
does not require permission. Incorporating a significant amount of
example code from this book into your product’s documentation
does require permission.
We appreciate, but do not require, attribution. An attribution usu‐
ally includes the title, author, publisher, and ISBN. For example:

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.

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Members have access to thousands of books, training videos, Learn‐


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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
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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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