Game Development for iOS with Unity3d

by ;
Format: Nonspecific Binding
Pub. Date: 2012-07-26
Publisher(s): A. K. Peters
List Price: $59.95

Buy New

Usually Ships in 5-7 Business Days
$59.89

Rent Textbook

Select for Price
There was a problem. Please try again later.

Rent Digital

Rent Digital Options
Online:180 Days access
Downloadable:180 Days
$47.52
Online:365 Days access
Downloadable:365 Days
$56.16
Online:1825 Days access
Downloadable:Lifetime Access
$86.39
*To support the delivery of the digital material to you, a digital delivery fee of $3.99 will be charged on each digital item.
$47.52*

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

This hands-on guide delivers production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch full 3D games for the iPhone, iPod, or iPad all the way to the Apple app store. It walks you through all the necessary procedures and features two iOS-ready games to explore, adapt, and play. The text presents all of the information necessary for beginning and intermediate users to build and publish iOS games using Unity Beginner. Topics covered include game design, 3D graphics, debugging, script optimization, and optimizing assets for file size and performance.

Author Biography

Jeff W. Murray runs PsychicParrot Games, which develops iOS, Android, downloadable, and browser-based games and explores experimental game technologies such as brainwave readers and robotics. He has programmed and designed games as a hobby for nearly 30 years and has worked in game development and browser-based entertainment for over 12 years, working with companies such as Microsoft, RealNetworks, and Sony.

Table of Contents

Introductionp. xi
Prerequisitesp. xii
What This Book Coversp. xiii
What This Book Doesn't Coverp. xv
Acknowledgmentsp. xvi
Designing Your Gamep. 1
It's Not as Easy as It Looks!p. 2
Play Testingp. 2
iOS Platform-Specific Considerationsp. 3
Clear Out Your Clutterp. 7
Stay Grounded in Realityp. 7
Preproductionp. 9
Mind Mappingp. 10
Scripting and Storyboardingp. 11
Gantt Chartsp. 11
Task List Managementp. 12
Software for Word Processing and Writingp. 12
Writing Game Design Documentsp. 12
Why Project Manage?p. 20
Project Management for Guerillasp. 20
Set Work Time and Stick to Itp. 22
Tasks Listsp. 22
Stay Healthyp. 22
Keep Communication Goingp. 24
When Good Games Go Badp. 24
Testing and Quality Assurancep. 26
What Bug Reports Should Includep. 27
Getting Set Up for iOS Developmentp. 31
Which Version of Unity Do You Need?p. 32
The Apple Developer Program Subscriptionp. 35
Choosing the Right Developer Program Subscriptionp. 35
A Summary of the iOS Developer Setup Processp. 36
Developer Toolsp. 36
Basics of the Apple Developer Centerp. 36
Overview of the Apple Developer Center Areasp. 37
Setting Up the Certificates You Need for Developmentp. 39
Setting Up iOS Devices to Use for Development and Testingp. 42
Setup and Download Provisioning Profilesp. 45
Setting Up Unity and Your Mac for iOS Developmentp. 49
Introduction to Unityp. 49
Setting Up Unity to Work with Your Apple Developer Profilep. 50
Downloading and Installing Apple Developer Certificatesp. 56
What Is the Unity Remote?p. 56
Installing Unity Remote onto the Devicep. 57
Naming Profiles Properlyp. 58
Basics of the Unity Editorp. 59
What Makes a Unity Project?p. 59
Finding Your Way Aroundp. 62
Navigating the Game Scenep. 66
Finding Objects in a Scene Quicklyp. 68
Unity Physics: PhysXp. 69
Building a Game in Unity iOS: The Roll-a-Ball Gamep. 73
Game Overviewp. 73
Controlsp. 74
Making the Gamep. 74
Building and Testing the Game on Your iOS Devicep. 95
There's Always Room for Improvementp. 98
Making a Kart-Racing Gamep. 101
Game Overviewp. 101
Controlsp. 102
Making the Gamep. 102
Choosing Random Textures for the Carsp. 166
Drawing the In-Game User Interfacep. 167
Sound Effectsp. 174
Making the Game Even Betterp. 176
Debugging and Script Optimizationp. 179
Introduction to the Debuggerp. 179
Strategies for Wiping Out Bugsp. 179
Console Debuggingp. 180
Retrieving PlayerPrefs and Application-Specific Files from an iOS Devicep. 189
Script Optimizationp. 190
An Introduction to the Profiler (Pro-Only Feature)p. 193
Optimizing for File Size and Performancep. 197
Texture Import Settingsp. 197
Why Compression Is Importantp. 198
Quality versus Quantity: What's Available and What's It About?p. 198
Scale and Why It's Importantp. 203
Why Audio Can Make or Break Your Gamep. 203
Draw Call Batchingp. 207
Occlusion Culling (Pro Feature)p. 209
Publishing to the iTunes Storep. 215
The Approval Processp. 215
What You Need to Submit to Applep. 216
An Introduction to iTunes Connectp. 218
How to Upload Your Game to Apple for Reviewp. 220
What Happens Once Apple Approves Your Game for Sale?p. 231
iOS Marketingp. 232
Promotion Tips and Tricksp. 237
Thinking Outside the Boxp. 243
The Democratization of Game Development: Anyone Can Make Games!p. 243
Tweaks to the Compiled Project Code in Xcodep. 245
In-App Purchasesp. 247
Other Uses for Unity iOS and Available Plug-Ins to Expand Its Functionalityp. 247
Tips and Questions to Ask for Porting to Other Platformsp. 248
Using TestFlight to Get Builds to Your Testersp. 248
Mantisp. 249
The Unity Online Communityp. 249
Glossaryp. 253
Indexp. 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.