Learn Unity 4 for iOS Game Development (Paperback)

Philip Chu

  • 出版商: Apress
  • 出版日期: 2013-06-20
  • 定價: $1,340
  • 售價: 6.0$804
  • 語言: 英文
  • 頁數: 556
  • 裝訂: Paperback
  • ISBN: 1430248750
  • ISBN-13: 9781430248750
  • 相關分類: Apple Developer遊戲引擎 Game-engine
  • 立即出貨(限量) (庫存=1)



Unity is an incredibly powerful and popular game creation tool, and Unity 4 brings even more great features, including Mechanim animation. Learn Unity 4 for iOS Game Development will show you how to use Unity with Xcode to create fun, imaginative 3D games for iPhone, iPad, and iPod touch. You'll learn how to optimize your game for both speed and quality, how to test and profile your game, and how to get the most out of your iOS device features, including the gyroscope and accelerometer.

You'll also learn how to incorporate the latest Game Center improvements in iOS 6 into your game, how to make sure your game gets into the App Store, and even how to promote your app and track revenue.

If you have a great 3D game idea, and you want to make it a reality in the App Store, then Learn Unity 4 for iOS Game Development has exactly what you need.

What you’ll learn

  •   How to build, debug and test a Unity iOS game

  •   How to include iAds

  •   How to integrate Game Center leaderboards and achievements

  •   How to process touch, accelerometer and gyroscope input

  •   How to profile and optimize performance

  •   How to promote your app and track its revenue

    Who this book is for

    iOS developers interested in using Unity and Unity developers who want to customize their games for iOS devices.

    Table of Contents

    Chapter 1:  Getting Started
    Chapter 2:  A Unity Tour
    Chapter 3:  Making a Scene
    Chapter 4:  Making it Move: Scripting the Cube
    Chapter 5:  Let's Dance! Animation and Sound
    Chapter 6:  Let's Roll! Physics and Controls
    Chapter 7:  Let's Bowl! Advanced Physics
    Chapter 8:  Let's Play! Scripting the Game
    Chapter 9: The Game GUI
    Chapter 10: Using Unity iOS
    Chapter 11: Building for Real: Device testing and App Submission
    Chapter 12: Presentation: Screens and Icons
    Chapter 13:  Handling Device Input  
    Chapter 14:  Game Center
    Chapter 15:  iAds
    Chapter 16:  Optimization
    Chapter 17:  Where Do We Go from Here?