Buy New
Rent Textbook
Rent Digital
Used Textbook
We're Sorry
Sold Out
How Marketplace Works:
- This item is offered by an independent seller and not shipped from our warehouse
- Item details like edition and cover design may differ from our description; see seller's comments before ordering.
- Sellers much confirm and ship within two business days; otherwise, the order will be cancelled and refunded.
- Marketplace purchases cannot be returned to eCampus.com. Contact the seller directly for inquiries; if no response within two days, contact customer service.
- Additional shipping costs apply to Marketplace purchases. Review shipping costs at checkout.
Summary
Author Biography
Table of Contents
Introduction | p. xi |
Prerequisites | p. xii |
What This Book Covers | p. xiii |
What This Book Doesn't Cover | p. xv |
Acknowledgments | p. xvi |
Designing Your Game | p. 1 |
It's Not as Easy as It Looks! | p. 2 |
Play Testing | p. 2 |
iOS Platform-Specific Considerations | p. 3 |
Clear Out Your Clutter | p. 7 |
Stay Grounded in Reality | p. 7 |
Preproduction | p. 9 |
Mind Mapping | p. 10 |
Scripting and Storyboarding | p. 11 |
Gantt Charts | p. 11 |
Task List Management | p. 12 |
Software for Word Processing and Writing | p. 12 |
Writing Game Design Documents | p. 12 |
Why Project Manage? | p. 20 |
Project Management for Guerillas | p. 20 |
Set Work Time and Stick to It | p. 22 |
Tasks Lists | p. 22 |
Stay Healthy | p. 22 |
Keep Communication Going | p. 24 |
When Good Games Go Bad | p. 24 |
Testing and Quality Assurance | p. 26 |
What Bug Reports Should Include | p. 27 |
Getting Set Up for iOS Development | p. 31 |
Which Version of Unity Do You Need? | p. 32 |
The Apple Developer Program Subscription | p. 35 |
Choosing the Right Developer Program Subscription | p. 35 |
A Summary of the iOS Developer Setup Process | p. 36 |
Developer Tools | p. 36 |
Basics of the Apple Developer Center | p. 36 |
Overview of the Apple Developer Center Areas | p. 37 |
Setting Up the Certificates You Need for Development | p. 39 |
Setting Up iOS Devices to Use for Development and Testing | p. 42 |
Setup and Download Provisioning Profiles | p. 45 |
Setting Up Unity and Your Mac for iOS Development | p. 49 |
Introduction to Unity | p. 49 |
Setting Up Unity to Work with Your Apple Developer Profile | p. 50 |
Downloading and Installing Apple Developer Certificates | p. 56 |
What Is the Unity Remote? | p. 56 |
Installing Unity Remote onto the Device | p. 57 |
Naming Profiles Properly | p. 58 |
Basics of the Unity Editor | p. 59 |
What Makes a Unity Project? | p. 59 |
Finding Your Way Around | p. 62 |
Navigating the Game Scene | p. 66 |
Finding Objects in a Scene Quickly | p. 68 |
Unity Physics: PhysX | p. 69 |
Building a Game in Unity iOS: The Roll-a-Ball Game | p. 73 |
Game Overview | p. 73 |
Controls | p. 74 |
Making the Game | p. 74 |
Building and Testing the Game on Your iOS Device | p. 95 |
There's Always Room for Improvement | p. 98 |
Making a Kart-Racing Game | p. 101 |
Game Overview | p. 101 |
Controls | p. 102 |
Making the Game | p. 102 |
Choosing Random Textures for the Cars | p. 166 |
Drawing the In-Game User Interface | p. 167 |
Sound Effects | p. 174 |
Making the Game Even Better | p. 176 |
Debugging and Script Optimization | p. 179 |
Introduction to the Debugger | p. 179 |
Strategies for Wiping Out Bugs | p. 179 |
Console Debugging | p. 180 |
Retrieving PlayerPrefs and Application-Specific Files from an iOS Device | p. 189 |
Script Optimization | p. 190 |
An Introduction to the Profiler (Pro-Only Feature) | p. 193 |
Optimizing for File Size and Performance | p. 197 |
Texture Import Settings | p. 197 |
Why Compression Is Important | p. 198 |
Quality versus Quantity: What's Available and What's It About? | p. 198 |
Scale and Why It's Important | p. 203 |
Why Audio Can Make or Break Your Game | p. 203 |
Draw Call Batching | p. 207 |
Occlusion Culling (Pro Feature) | p. 209 |
Publishing to the iTunes Store | p. 215 |
The Approval Process | p. 215 |
What You Need to Submit to Apple | p. 216 |
An Introduction to iTunes Connect | p. 218 |
How to Upload Your Game to Apple for Review | p. 220 |
What Happens Once Apple Approves Your Game for Sale? | p. 231 |
iOS Marketing | p. 232 |
Promotion Tips and Tricks | p. 237 |
Thinking Outside the Box | p. 243 |
The Democratization of Game Development: Anyone Can Make Games! | p. 243 |
Tweaks to the Compiled Project Code in Xcode | p. 245 |
In-App Purchases | p. 247 |
Other Uses for Unity iOS and Available Plug-Ins to Expand Its Functionality | p. 247 |
Tips and Questions to Ask for Porting to Other Platforms | p. 248 |
Using TestFlight to Get Builds to Your Testers | p. 248 |
Mantis | p. 249 |
The Unity Online Community | p. 249 |
Glossary | p. 253 |
Index | p. 261 |
Table of Contents provided by Ingram. All Rights Reserved. |
An electronic version of this book is available through VitalSource.
This book is viewable on PC, Mac, iPhone, iPad, iPod Touch, and most smartphones.
By purchasing, you will be able to view this book online, as well as download it, for the chosen number of days.
Digital License
You are licensing a digital product for a set duration. Durations are set forth in the product description, with "Lifetime" typically meaning five (5) years of online access and permanent download to a supported device. All licenses are non-transferable.
More details can be found here.
A downloadable version of this book is available through the eCampus Reader or compatible Adobe readers.
Applications are available on iOS, Android, PC, Mac, and Windows Mobile platforms.
Please view the compatibility matrix prior to purchase.