34,79 €
Powerful and continuing to grow, the mobile market has never been bigger and more demanding of great games. Android continues to prove itself as a strong contender in this challenging market. With Unity 3D, great games can be made for Android quickly and easily. With its great deployment system, the Android platform is now only one click away.
Unity Android Game Development by Example Beginner's Guide dives straight into making real, fully-functional games, with hands-on examples and step-by-step instructions to give you a firm grounding in Unity 3D and Android. Everything necessary for creating a complete gaming experience is covered and detailed throughout the course of this book.
Using clear and practical examples that progressively build upon each other, this book guides you through the process of creating games in Unity for Android.
Start by learning about all the great features that Unity and Android have to offer. Next, create a Tic-Tac-Toe game while learning all about interfaces. After that, learn about meshes, materials, and animations with the creation of a tank battle game. You will then learn how to expand your game's environment with the addition of shadows and a skybox. Adding on this, you will also learn how to expand the tank battle by creating enemies and using path finding to chase the player. Next, explore touch and tilt controls with the creation of a space fighter game. Then, learn about physics while recreating the most popular mobile game on the market. You will then expand the space fighter game with the addition of all the special effects that make a game great. Finally, complete your experience by learning the optimization techniques required to keep your games running smoothly.
While Unity is available for both Mac and Windows, the book is presented working from a Windows environment. Programming in Unity is possible in C#, JavaScript, and Boo. This book will be working in C# and the final projects will be provided in C# and JavaScript.
From nothing to a fully-featured mobile game, Unity Android Game Development by Example Beginner's Guide takes you through everything it takes to create your next game for the Android platform.
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Cover Image by Thomas Finnegan (<[email protected]>)
Author
Thomas Finnegan
Reviewers
Mootez Billeh Chaabani
Valera Kogut
Marc Schaerer
Aris Tsevrenis
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Thomas Finnegan completed his graduation from Brown College in 2010. Since then, he has worked on everything from mobile platforms to web development, and even experimental devices. He now works as a freelance game developer. Past clients include Carmichael Lynch, Coleco, and Subaru. His most recent project is Battle Box 3D, a virtual table top. Currently he is teaching game development at the Minneapolis Media Institute in Minnesota.
I would like to thank my fiancée for kicking me into gear whenever I was distracted. Also, I would like to thank my parents for always supporting me. Without my friends and family, life would be dismal.
Mootez Billeh Chaabani is a software engineer. Currently he is working as a software engineer (Research and Development) in a French company named SpacEyes. He recently completed his graduation. He studied graphical programming and virtual and augmented reality. He also published two apps: Quizz game in the Windows Marketplace and an Android app in the local appshop, and now he is working on Android/C++ projects based on 3D in SpacEyes. Before this, he was an intern at Microsoft Tunisia in 2011. He also worked as an Android developer in Orange Tunisia in 2012. He also worked on the book Android NDk Game Development Cookbook.
I would like to thank my family, my soulmate, and all of my friends including Bardo Boys (my neighborhood friends).
Valera Kogut is a passionate software developer with different areas of expertise. Before diving into the game industry five years ago, Valera was creating for Web with PHP and Yii frameworks. Having a mathematical background, he finally realized gamedev was his mission. Reusable designs, optimized algorithms, clean code, and elaborated workflows—these things make him happy. He is a co-founder and principal architect at applicat.io, software development agency offering a wide range of services (http://applicat.io). However, architectural and management tasks can't stop Valera from digging deeply into code.
Currently, Valera executes one contract as Unity3D C# developer for Kaufcom GmbH, a known games and apps producer from Switzerland http://www.kauf.com (Android games https://play.google.com/store/search?q=kaufcom).
First of all, thanks to the author and team from Packt Publishing for creating this book, and thereby helping the Unity community grow and mature. Special thanks go to my family for the love, education, and freedom they gave me! I would also like to thank my best friends and associates at applicat.io, Paul Kofmann, Alexander Kofmann, and Vitaly Shapovalov; we are the Team! Thanks to the Kaufcom Company! And of course, no progress of mine could be achieved without the support and love of my wife, Irina.
Marc Schaerer is an interactive media software engineer who is creating cutting edge interactive media experiences for training, education, and entertainment purposes on mobile, desktop, and web platforms for customers through his company Gayasoft (http://www.gayasoft.net) located in Switzerland.
His technology of choice is Unity, which he has been using since its early days in 2007.
He has a strong background in 3D graphics, network technology, software engineering, and the interactive media field. Originally, he started programming at the age of 11 and built upon it later while studying Computer Science and Computational Science and Engineering at Swiss Federal Institute of Technology, Zurich, thereby growing into it. This knowledge found, among other projects, usage in Popper (http://www.popper.org), an interactive 3D behavioral research platform by Harvard developed by Gayasoft and powered by Unity, Mathlab, and the ExitGames Photon.
With the rise of serious games, he focused on researching options and technologies for the next generation of interactive and immersive experiences, applying state of the art AR and VR technologies (Vuforia, Metaio, and Oculus Rift) and new innovative input technologies (Razer Hydra, STEM, Leap Motion, and Emotive Insight). He predicts that this will become the base of future experiences in many fields of our daily life.
Aris Tsevrenis is a game developer and director at Terahard Ltd, a game development studio dedicated to creating addictive games that will be remembered for their quality in every aspect. The company's motto, "Terabytes of Quality for Hardcore Gaming", explains a few things about Aris' ambitions. Aris was introduced to games from a very early age in the 90s. Showing great skill, and evolving from chess to modern computer and console games, Aris became famous among the people who knew his numerous feats in the gaming world. He received his BSc in Computer Science with a Computer Vision and Computer Graphics degree in 2009 from Cardiff University in Wales, followed by an MSc in Computer Games and Entertainment degree from Goldsmith's University in London. He entered the games development world and worked in a few different games companies until he set up Terahard Ltd. He currently lives in London, where his games studio is located, and can be contacted at <[email protected]>.
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In this book, we explore the ever-expanding world of mobile game development. Using Unity 3D and the Android SDK, we will learn how to create every aspect of a mobile game. Every chapter explores another piece of the development puzzle. Exploring the special features of development with mobile platforms, every game in the book is designed to increase your understanding of these features. We also finish the book with a total of four complete games and all of the tools we need to create many more.
The first game that we make is Tic-tac-toe. This game functions just as the classic paper version. Two players take turns filling a grid with their symbols; the first to make a line of three wins. It is the perfect game for us to explore the graphical interface options that we have in Unity. By learning how to add buttons, text, and pictures to the screen here, we have all of the understanding and tools needed to add any interface that we might want to any game.
The next game that we create is the Tank Battle game. The player takes control of a tank to drive around a small city and shoot targets and enemies. This game spans three chapters, allowing us to explore many key points of creating games for the Android platform. We start by creating a city and making the player's tank move around, using controls that we learned about when making the Tic-tac-toe game. We also create and animate the targets that the player will shoot at. In the second part of this game, we add some lighting and special camera effects. By the end of the chapter, the environment looks great. In the third part of the game's creation, we create some enemies. Using the power of Unity, these enemies chase the player throughout the city, and attack when they are close.
The third game to be completed is a simple clone of a popular mobile game. Using the power of Unity's physics system, we are able to create structures and throw birds at them. Knock down the structures to gain points, and destroy the target pigs to win the level. We also take the time to explore some of the specific features of a 2D game, such as a parallax scrolling background, and how they can be achieved in Unity. We complete the chapter and the game with the creation of a level selection menu.
Finally, we create the Space Fighter game. This game involves using the special inputs of a mobile device to control the player's ship. As the player's device is tilted, they will be able to steer the ship. When they touch the screen, they can shoot at the enemy ships and asteroids. The second part of this game involves including the special effects that complete the look of every game. We create explosions when ships are destroyed, and engine trails for the ships. We also add the sound effects for shooting and exploding.
The book wraps up with a look at optimization. We explore all of the great features of Unity, and even create a few of our own to make our game run as best as it can. We also take a little bit of time to understand some things that we can do to minimize the file size of our assets while maximizing their look and effect in the game. At this point, our journey ends, but we have four great games that are just about ready to go to market.
Chapter 1, Saying Hello to Unity and Android, explores the feature lists of the Android platform and the Unity 3D game engine, covering why they are great choices for development. We will also cover setting up the development environment, and create a simple Hello World application for your device and emulators.
Chapter 2, Looking Good – Graphical Interface, takes a detailed look at the graphical user interface. By creating a Tic-tac-toe game, we learn about the user interface while making it pleasing to look at.
Chapter 3, The Backbone of Any Game – Meshes, Materials, and Animations, explores meshes, materials, and animations. Through the creation of a Tank Battle game, we cover the core of what players will see when playing.
Chapter 4, Setting the Stage – Camera Effects and Lighting, explains about the camera effects and lighting. With the addition of shadows, lightmaps, distance fog, and a skybox, our Tank Battle environment becomes more dynamic. Utilizing special camera effects, we create extra feedback for the player.
Chapter 5, Getting Around – Pathfinding and AI, shows the creation of mobile enemies in our Tank Battle game. We explore pathfinding and AI to give players a target more meaningful than a stationary dummy.
Chapter 6, Specialties of the Mobile Device – Touch and Tilt, covers the features that make the modern mobile device special. We create a Space Fighter game to understand the touch interface and tilt controls.
Chapter 7, Throwing Your Weight Around – Physics and a 2D Camera, shows the creation of a clone of Angry Birds after taking a short break from the Space Fighter game. Physics and a 2D camera effect are explored here.
Chapter 8, Special Effects – Sound and Particles, returns to the Space Fighter game to add special effects. The inclusion of sound effects and particles allows us to create a more complete game experience.
Chapter 9, Optimization, covers optimization in Unity 3D. We cover the benefits and costs of making our Tank Battle and Space Fighter games as efficient as possible.
Throughout this book, we will be working with both the Unity 3D game engine and Android. As you can see in the previous section, we will cover both the acquisition and installation of Unity and the Android SDK in Chapter 1, Saying Hello to Unity and Android. To get the most of this book, you will need access to an Android-powered device; either a phone or tablet will work well. For simplicity's sake, we will assume that you are working on a Windows-powered computer. Also, the code throughout the book is written in C#, though JavaScript versions of each chapter project are available for reference. To fully utilize the models provided for the chapter projects, you will need Blender, a free modeling program available at http://www.blender.org. To reach all of the challenges, you will need to make use of either Blender or another modeling program that you are comfortable with, for example, a photo-editing program; Photoshop is a common choice, and a source for the creation or acquisition of audio files. All of the audio files provided by this book were found at http://www.freesound.org.
This book will be optimal for readers who are new to game development and mobile development with Unity. Readers who learn best with real-world examples rather than dry documentation will find every chapter useful. Even if you have little or no programming skills, this book will make a great place to jump in and learn some concepts and standards for programming.
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Welcome to the wonderful world of mobile game development. Whether you are still looking for the right development kit or have already chosen one, this chapter will be most important. In this chapter we explore the various features that come with choosing Unity as your development environment and Android as the target platform. Through comparison with major competitors, it is discovered why Unity and Android stand on the top of the pile. Following that, we examine how Unity and Android work together. Finally, the development environment is set up and we create a simple Hello World application to test that everything is set up correctly. For the purposes of this book, it is assumed you are working in a Windows-based environment.
In this chapter, we will cover the following topics:
Perhaps the greatest feature of Unity is how open-ended it is. Nearly all game engines currently on the market are limited in what one can build. It makes perfect sense but it can limit the capabilities of a team. The average game engine has been highly optimized for creating a specific game type. This is great if all you plan on making is the same game again and again. When one is struck with inspiration for the next great hit, only to find that the game engine can't handle it and everyone has to retrain in a new engine or double the development time to make it capable, it can be quite frustrating. Unity does not suffer this problem. The developers of Unity have worked very hard to optimize every aspect of the engine, without limiting what types of games can be made. Everything ranging from simple 2D platformers to massive online role-playing games is possible in Unity. A development team that just finished an ultra-realistic first-person shooter can turn right around and make 2D fighting games without having to learn an entirely new system.
Being so open ended does, however, bring a drawback. There are no default tools optimized for building that perfect game. To combat this, Unity grants the ability to create any tool one can imagine, using the same scripting that creates the game. On top of that, there is a strong community of users that have supplied a wide selection of tools and pieces, both free and paid, to be quickly plugged in and used. This results in a large selection of available content, ready to jump-start you on your way to the next great game.
When many prospective users look at Unity, they think that because it is so cheap, it is not as good as an expensive AAA game engine. This is simply not true. Throwing more money at the game engine is not going to make a game any better. Unity supports all of the fancy shaders, normal maps, and particle effects you could want. The best part is, nearly all of the fancy features you could want are included in the free version of Unity and 90 percent of the time beyond that, one does not need to even use the Pro only features.
One of the greatest concerns when selecting a game engine, especially for the mobile market, is how much girth it will add to the final build size. Most are quite hefty. With Unity's code stripping, it becomes quite small. Code stripping is the process by which Unity removes every extra little bit of code from the compiled libraries. A blank project, compiled for Android, that utilizes full code stripping ends up being around 7 megabytes.
Perhaps one of the coolest features of Unity is the multi-platform compatibility. With a single project one can build for several different platforms. This includes the ability to simultaneously target mobile, PC, and consoles. This allows one to focus on real issues, such as handling inputs, resolution, and performance.
In the past, if a company desired to deploy their product on more than one platform, they had to nearly double the development costs in order to essentially reprogram the game. Every platform did, and still does, run by its own logic and language. Thanks to Unity, game development has never been simpler. We can develop games using simple and fast scripting, letting Unity handle the complex translation to each platform.
There are of course several other options for game engines. Two major ones that come to mind are cocos2d and Unreal Engine. While both are excellent choices, we can always find them to be a little lacking in certain respects.
The engine of Angry Birds, cocos2d, could be a great choice for your next mobile hit. However, as the name suggests, it is pretty much limited to 2D games. A game can look great in it, but if you ever want that third dimension, it can be tricky to add. A second major problem with cocos2d is how bare bones it is. Any tool for building or importing assets needs to be created from scratch, or they need to be found. Unless you have the time and experience, this can seriously slow down development.
Then there is the staple of major game development, Unreal Engine. This game engine has been used successfully by developers for many years, bringing great games to the world; Unreal Tournament and Gears of War not the least among them. These are both, however, console and computer games, which is the fundamental problem with the engine. Unreal is a very large and powerful engine. Only so much optimization can be done for mobile platforms. It has always had the same problem; it adds a lot of girth to a project and its final build. The other major issue with Unreal is its rigidity in being a first-person shooter engine. While it is technically possible to create other types of games in it, such tasks are long and complex. A strong working knowledge of the underlying system is a must before achieving such a feat.
All in all, Unity definitely stands strong among the rest. Perhaps you have already discovered this, and that is why you are reading this book. But these are still great reasons for choosing Unity for game development. Projects can look just as great as AAA titles. Overhead and girth in the final build is small and very important when working on mobile platforms. The system's potential is open enough to allow you to create any type of game you might want, where other engines tend to be limited to a single type of game. And should your needs change at any point in the project's life cycle, it is very easy to add, remove, or change your choice of target platforms.
With over 30-million devices in the hands of users, why would you not choose the Android platform for your next mobile hit? Apple may have been the first one out of the gate with their iPhone sensation, but Android is definitely a step ahead when it comes to smartphone technology. One of its best features is its blatant ability to be opened up so you can take a look at how the phone works, both physically and technically. One can swap out the battery and upgrade the micro SD card, should the need arise. Plugging the phone into a computer does not have to be a huge ordeal; it can simply function as removable storage media.
From the point of view of cost of development, the Android market is superior as well. Other mobile app stores require an annual registration fee of about 100 dollars. Some also have a limit on the number of devices that can be registered for development at one time. The Google Play market has a one-time registration fee, and there is no concern about how many or what type of Android devices you are using for development.
One of the drawbacks about some of the other mobile development kits is that you have to pay an annual registration fee before you have access to the SDK. With some, registration and payment are required before you can view their documentation. Android is much more open and accessible. Anybody can download the Android SDK for free. The documentation and forums are completely viewable without having to pay any fee. This means development for Android can start earlier, with device testing being a part of it from the very beginning.
Because Unity handles projects and assets in a generic way, there is no need to create multiple projects for multiple target platforms. This means that you could easily start development with the free version of Unity and target personal computers. Then, at a later date, you can switch targets to the Android platform with the click of a button. Perhaps, shortly after your game is launched, it takes the market by storm and there is a great call to bring it to other mobile platforms. With just another click of the button, you can easily target iOS without changing anything in your project.
Most systems require a long and complex set of steps to get your project running on a device. For the first application in this book, we will be going through that process because it is important to know about it. However, once your device is set up and recognized by the Android SDK, a single-button click will allow Unity to build your application, push it to a device, and start running it. There is nothing that has caused more headaches for some developers than trying to get an application on a device. Unity makes it simple.
With the addition of a free Android application, Unity Remote, it is simple and easy to test mobile inputs without going through the whole build process. While developing, there is nothing more annoying than waiting for 5 minutes for a build every time you need to test a minor tweak, especially in the controls and interface. After the first dozen little tweaks the build time starts to add up. Unity Remote makes it simple and easy to test it all without ever having to hit the Build button.
These are the big three: generic projects, a one-click build process, and Unity Remote. We could, of course, come up with several more great ways in which Unity and Android can work together. But these three are the major time and money savers. You could have the greatest game in the world but, if it takes 10 times as long to build and test, what is the point?
Unity comes with two licensing options, Pro and Basic, which can be found at https://store.unity3d.com. In order to follow the bulk of this book, Unity Basic is all that is required. However, real-time shadows in Chapter 4, Setting the Stage – Camera Effects and Lighting, the whole of Chapter 5, Getting Around – Pathfinding and AI, and some of the optimization features discussed in Chapter 9, Optimization, will require Unity Pro. If you are not quite ready to spend the $3,000 required to purchase a full Unity Pro license with the Android add-on, there are other options. Unity Basic is free and comes with a 30-day free trial of Unity Pro. This trial is full and complete, just as if one has purchased Unity Pro. It is also possible to upgrade your license at a later date. Where Unity Basic comes with mobile options for free, Unity Pro requires the purchase of Pro add-ons for each of the mobile platforms.
License comparisons can be found at http://unity3d.com/unity/licenses. This section will cover the specific differences between Unity Android Pro and Unity Android Basic. We will explore what the feature is and how useful it is.
Before we can create the next great game for Android, we need to install a few programs. In order to make the Android SDK work, we will first install the JDK. Then, we will be installing the Android SDK. After that is the installation of Unity. We then have to install an optional code editor. To make sure everything is set up correctly, we will connect to our devices and take a look at some special strategies if the device is a tricky one. Finally, we will install Unity Remote, a program that will become invaluable in your mobile development.
Android's development language of choice is Java, so to develop for it we need a copy of the Java SE Development Kit, JDK, on our computers. The process of installing the JDK is given in the following steps:
We installed the JDK (Java Development Kit). We need this so that our Android development kit will work. Luckily, the installation process for this keystone is short and sweet.
In order to actually develop and connect to our devices, we need to have the Android SDK installed. Having it fulfills two primary requirements. First, it makes sure we have the bulk of the latest drivers for recognizing devices. Second, we are able to use the ADB (Android Debug Bridge). ADB is the system used for actually connecting to and interacting with the device. The process of installing the Android SDK is given in the following steps:
