Unity mobile game development: actual combat in the whole process from construction to release and launch

前言:Technical books are one of the important resources for learning technical knowledge. Reading technical books can help us learn new skills and knowledge. Technical books provide reliable and comprehensive information to help us learn new skills and knowledge quickly. At the same time technical books help keep you competitive as they provide the latest technical knowledge and practices. This is especially important in today's fast-moving technology world, where continuous learning of new knowledge and skills is required to remain competitive. In short, reading technical books is very important for learning technical knowledge, improving professionalism and maintaining competitiveness.
Dream teamed up with the sponsor's father to send books to everyone! This issue brings you "Unity Mobile Game Development: From Building to Release and Going Online" . Thank you again 北京大学出版社for your strong support and the generous benefits you have brought to Dream fans.

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Combining 10 years of game development experience and 3 years of practical teaching experience in colleges and universities, the senior master of the game manufacturer has delved into hundreds of mobile game cases, summed up his own growth path from beginner to technical director, and created a new one for Unity beginners. The whole-process practice route helps beginners develop and launch their first open-world mobile game. Comes with 8 teaching videos and case project source files.
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brief introduction

This book will take the practice process of an open world game as the main line, presenting to readers the practice route of launching a game from scratch, the development model of the game engine Unity, and the core framework of game development.

This book is divided into 3 parts, the first part is about scene construction, the second part is about script development, and the third part is about publishing and launching. Part 1 includes Chapter 1 and Chapter 2, mainly introducing how to create a game project in Unity, how to build a game scene and interface. The second part includes chapters 3 to 5, mainly introducing the core modules of a game, namely game control, character animation and core gameplay, and at the same time practicing the complete development process of a game "Little Pig Kiki". The third part includes chapters 6 to 8, mainly introducing the release process of the game on the mobile terminal. At the same time, the game is tested and improved, and finally the game case in the book is made into a game that meets the online standards.

book catalog

Chapter 1 Scene Construction

Chapter 1 Scene Construction

1.1 Create a project

1.1.1 Create directory

1.1.2 Setting parameters

1.1.3 Unity interface layout

1.2 Create a scene

1.2.1 Create objects

1.2.2 Associated scripts

1.3 Beautify the game

1.3.1 Rich scenes

1.3.2 Add scoring function

1.3.3 Trial run

1.4 Beta version

1.4.1 Adjustment interface

1.4.2 Capture gameplay

1.4.3 Associated objects

1.4.4 You're done

Chapter 2 UI Interface

2.1 Basic UI interface

2.1.1 Login interface

2.1.2 Capture interface

2.2 Functional UI framework

2.2.1 Interface Hierarchy

2.2.2 Implementation of core code

2.2.3 Implementation of auxiliary code

2.3 Alpha version

2.3.1 Trial run

2.3.2 You're done

Part 2 Script Development

Chapter 3 Game Control

3.1 Fixed 3D viewing angle

3.1.1 Implementation of core code

3.1.2 Set camera script

3.2 Realize professional character movement

3.2.1 Character movement

3.2.2 Character Orientation

3.2.3 Animation switching

3.3 Realize Joystick Control

3.3.1 Add joystick interface

3.3.2 Add joystick input code

3.3.3 Script associated joystick

3.4 Improve game functions

3.4.1 Adding a new scene

3.4.2 Camera Optimization

Chapter 4 Character Animation

4.1 Protagonist animation

4.1.1 Game upgrade

4.1.2 Realization of protagonist animation

4.2 Enemy animation

4.2.1 Simple implementation of finite state machine

4.2.2 The crawling snail

Chapter 5 Core Gameplay

5.1 Game flow

5.1.1 Battle logic

5.1.2 Item drop

5.2 Game protagonist

5.2.1 Ability Atlas

5.2.2 Backpack logic

5.2.3 Input control layer

5.3 PC version

5.3.1 Release PC version

5.3.2 Test version function

Chapter 3 Released Online

Chapter 6 Publishing the Mobile Version

6.1 Release the mobile terminal

6.1.1 Test version function

6.1.2 Switch to Android publishing platform

6.1.3 Publish Settings

6.1.4 Release process

6.1.5 Release completed

6.2 Game deployment

6.2.1 Select Android phone

6.2.2 Install the game

6.2.3 Running the game

Chapter 7 Testing and Perfecting

7.1 Improve game functions

7.1.1 The final version of the interface

7.1.2 The final version of the gold coin system logic

7.2 Resource optimization - cleaning up redundant resources

7.2.1 Clean up redundant pictures

7.2.2 Clean up redundant models

7.2.3 Clean up redundant scripts and redundant code

Chapter 8 The game is online

8.1 Game launch

8.1.1 Account registration

8.1.2 Create a game

8.1.3 Complete information

8.2 You're done
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writing comprehension

The author likes technology very much, it can be said that he loves technology very much, so he chose the game industry that requires high technology. Since working in the industry, the author has been studying while working, constantly accumulating experience and knowledge in practice, and improving ability. In order to improve my core technology, I often study different types of mobile game projects in my spare time, which really benefits me a lot. Over time, the author has deeply realized the subtleties of various games. At the same time, there is always a common law between different types of games, and this discovery makes the author ecstatic.

In addition to joy, the author very much hopes to share the subtleties of various games and the common laws that exist between them with friends who also love technology. This is one of the origins of this book.

After researching the core technology of dozens of games, the author discovered another problem: when learning the technology of a game, there is always a lack of a book about game practice at hand - to be able to clarify according to the correct and specific route The context of a game, so as to practice a game in depth. The idea of ​​wanting to own such books has always lingered in the bottom of my heart. For friends who want to study a game from scratch, their desire for such books must be as urgent as the author. This is the origin of this book two.

So the author came up with the idea of ​​writing this book, studied the practical experience of dozens of games, and hoped to summarize them into a general practice law through this book, so that everyone can avoid detours and continue to grow in the process of practicing various games .

As an important way of mass entertainment, mobile games have gathered a large number of human resources in the industry. Developers using Unity account for about 42% of the mobile game development population, which fully illustrates the success of the game engine Unity. In order to become a professional Unity mobile game developer, many people will watch a lot of teaching videos, and even blindly enroll in various learning classes. They are eager to join the team of mobile game developers in various ways. The author hopes that the correct methodology provided in this book can help everyone learn the knowledge of mobile game development correctly, become a real mobile game developer, and feel the pulse of mobile game development personally!

"The road ahead is full of thorns, and the years are as quiet as before" is a sentence I like very much, and it is also the mentality that a mobile game developer should always maintain. From working on the Vega Prime military simulation project, to developing Unity mobile games at Linekong Games, to serving as the technical director of LeTV VR (virtual reality), the author has been in contact with almost all application forms based on Unity, such as VR, AR (augmented reality) ), games, and even the popular Metaverse.

The author started to contact Unity from his first job in 2013. By 2017, he was already the technical director of LeTV VR. It took the author just 4 years to complete a large cycle of technical work. Friends around me often say that the author is "open". In fact, learning is definitely not a one-off thing. During the four years of learning, from a zero-based "rookie" to a technical director of a large company, the author learned to learn slowly and practice learning. Practical learning is the learning method adopted and advocated in this book. As the saying goes, "Practice makes perfect". As long as you practice a lot, I believe that everyone will be able to grow continuously and master any technology.

Since the beginning of work, the author has often taught courses related to Unity in major universities in Beijing, and also shared some learning experience in Zhihu. During this shared time, the author met many friends who love games, and also met many people who are interested in Unity development. Some friends often ask the author if there is a learning method that allows zero-based beginners to quickly master Unity, and some friends think that game development is a distant thing. It takes many years of experience to be proficient in Unity. The author has different feelings about mobile game development. The author believes that any technology can be quickly learned through practice, and mobile game development is no exception.

The starting point of this book and the pain points it solves

The author hopes that by explaining the practical process of a real game case, readers can make a real mobile game, and it is an open world mobile game that can only be handled by experienced game developers, so as to break everyone's mobile game development. fear of difficulty. The familiar game "Original God" is an open world mobile game. You can imagine that after practicing the content of this book, you will become an independent mobile game developer and be able to completely develop a game similar to "Original God". Isn't this a great thing for the open world mobile game of "God"?

Closer to home, game companies usually need a production team of dozens of people to develop an open world mobile game, and this phenomenon often gives beginners and even intermediate developers a wrong guide, making them think that open world mobile games It is difficult to develop, and even fear of learning. How many thresholds do you have to go through to become a senior game developer? When can a beginner become a main program (that is, the main technical development programmer)?

In fact, most programmers need three to five years of practical learning to become a main program before they have the opportunity to contact, develop, and build the core framework of a game. The important part, the core framework. Without the opportunity to undertake the development of the core framework of the game, how can it be possible to grow into a senior mobile game developer?

Usually, most of a programmer's career is spent on polishing ordinary functional modules, and there is not enough time to seriously polish his own hard-core capabilities. For example, if you first started working on the backpack system of the game, then in the production of several subsequent games, the company will let you be responsible for the backpack system, and your job is to make more common functional modules. Of course, part of the core main program is the technical backbone that the company focuses on training. Only this part of the main program has the opportunity to continuously polish its hard-core capabilities. This is the main reason why most programmers like to call themselves "brick movers". .

It is these difficulties that this book aims to answer and resolve. If readers and friends can earnestly follow this book step by step to complete the practice, then you will also have the same hard-core ability of game development as the core masters and even technical directors in game companies!

Speaking of this, everyone will feel that this is a book written for junior programmers, but it is definitely not the case. The author hopes that everyone related to mobile game production can gain something after reading this book, so this book uses real commercial projects as practical cases. Only real projects can establish a correct view of mobile game development for beginners, point out a way for intermediate developers to learn hard-core technology in depth, and expand the technical vision of senior game developers.

If you are not a programmer, but a game modeler, or a game planner, or a game producer, if you read this book carefully, you will walk into the world of a game developer. The world of technology, experience the real charm of technology. Even if you are just a pure game lover, if you calm down and read this book, you will have a brand-new perspective to correctly view games, the game industry and gamers, and can create a brand-new view of games.

advice to readers

1. Beginner

This book is an excellent practical book for getting started with zero foundation. It uses a gradient of difficulty to practice a simple but very advanced game. Even if you are a beginner with zero foundation, as long as you practice the game cases in this book seriously, you will be able to successfully launch a mobile game. This is not a traditional theoretical book. The book will only explain some common knowledge of C# language and Unity. It mainly sorts out the knowledge points involved in the practice process to ensure that readers can understand, learn and use this knowledge. This book is a full-process practical tutorial of mobile game development, which determines that this book will be very suitable for beginners. The author's only requirement for beginners to learn this book is to practice slowly and communicate a lot!

2. Junior and intermediate programmers

If you are a junior or middle-level programmer who is participating in the development of a game's functional modules, and you don't want to be limited to a certain link of game development, then practice with this book! I believe that if you have a certain foundation, you will be able to build the core framework of a mobile game by practicing the contents of this book seriously. In addition, you will have a very clear understanding of your current technical state. Most importantly, this book can clearly tell you which functions a main program should be responsible for in the development of a game, and how these functions are realized.

3. Game main program

If you are a game master, then the greatest charm of this book is that practicing the content of this book can test your current hard-core ability, so that you can check for gaps and make up for gaps, learn the lack of knowledge in a targeted manner, and make up for shortcomings . In addition, if you are only good at developing a certain type of game, then you must read this book. This book will greatly expand your technical horizons and broaden your technical path.

At work, do you feel that the technical director has a wide technical vision? Even when the company needs to design a diversified game framework, a qualified technical director can definitely design one anytime and anywhere, because they will proactively Study games of all types and take every opportunity to practice new techniques. Therefore, everyone must read this book carefully, practice it step by step, and find a key to the road of technology by comparing different types of game technologies.

4. Game-related personnel

If you are an artist, planner or producer, this book will take you into the technical world of programmers. Whether it is teamwork or team building, this book is a bridge for you to communicate and cooperate with programmers. If you are a mobile game enthusiast, the greatest charm of this book is that you will enter a strange and wonderful world of game development.

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method of obtaining

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Origin blog.csdn.net/weixin_51390582/article/details/130068523