Demystifies the Processes of Game Development
Game Development for iOS with Unity3D takes you through the complete process of Unity iOS game development. A game developer for over 12 years, the author presents production-proven techniques and valuable tips and tricks needed to plan, build, test, and launch games for the iPhone, iPod, and iPad. He walks you through all the necessary procedures, including how to publish your game to the App Store.
Encompasses the Whole Range of iOS Game Development
This practical book begins with advice on writing a game design document and getting Apple developer certification. It then covers the build processes of the Unity Remote application and explains how to use the Unity editor. After focusing on debugging and optimization, the author describes tips for designing and marketing a successful App Store page. The book also features two iOS-ready games to explore, adapt, and play. Source files for the game examples are available at www.crcpress.com.
Guides You in Creating a Functional iOS Game
Accessible to indie game developers and small- to medium-sized studios, this hands-on guide gives you the tools and knowledge needed to start building and launching iOS games. It helps you create games using Unity3D and publish them to the App Store.
| 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. |
ISBN: 9781439892190
ISBN-10: 1439892199
Audience:
Professional
Format:
Paperback
Language:
English
Number Of Pages: 280
Published: 31st August 2012
Dimensions (cm): 23.5 x 19.1
x 1.9
Weight (kg): 0.612