![]() That’s why a key to successful development is knowing how to find the tools, assets, information, and help you need. Our focus will be on using the built-in Unity script functions, but I’ll point you to Unity plugins and packages that provide further capability. We will, however, do plenty of scripting with Unity’s version of JavaScript. comfy confines of Unity (except when we have to dabble in Xcode when making iOS builds). In a sense, I feel like I’ve returned to my programming roots, working on my own projects for fun, and as a bonus, profit! Hopefully, I can distill my experience with Unity over the past six years (both mistakes and successes) into this book. This has all taken place with a development team of one (not counting all the work put into the original licensed assets), and I didn’t have to learn a single line of Objective-C or create my own art. I added capabilities using third-party plugins, a new pause menu, and even an entire new HyperBowl lane (level) with packages from the Unity Asset Store, which is conveniently integrated within the Unity Editor. With each new version of Unity, HyperBowl and my other games got faster and better-looking, utilized more iOS features and ran on more iOS devices (and, eventually, Android devices). And really, I only spent three months using Unity if you subtract the time I spent figuring out how to extract the art and audio assets from the original game. ![]() It took me six months to get the first version of the HyperBowl remake running as a Unity webplayer, with standalone Mac and PC executables, and on the iPhone (and by the way, also Android, Linux, and Flash). I love it when a plan comes together! In the meantime, my former employers at Hyper Entertainment granted me a license to port HyperBowl, a 3D arcade bowling game I worked on over ten years ago, to Unity and various platforms supported by Unity, so now I had a meaty project to work with, besides the smaller apps I’d been experimenting with. So I bought a Unity 1.5 Indie license as soon as I returned home (this was when Unity Indie wasn’t free), later upgraded to Unity Pro, and was pleasantly surprised a couple of years later that Unity would support iOS. Joachim Ante, one of the cofounders and the CTO of Unity Technologies, gave me an impromptu demo of Unity 1.5, and it was exactly what I’d been looking for-an inexpensive 3D game engine that ran on a Mac and was able to target multiple platforms, including Windows, Mac, and web browsers. But fast forward to six years ago, when I happily got back into the Apple fold (now with Unix!) and attended my first Apple World Wide Developer Conference. In the intervening years I wandered the Windows wasteland and worked in small and large groups developing computer graphics and games. Soon I was writing Reversi games (one in BASIC, one in 6502 assembly) and even a 3D wireframe display program. After cracking open the user manual and learning how to draw graphics in BASIC, I was hooked. I’m embarrassed to recall my first reaction when I heard the library had a computer: “What’s it good for?” A year later, I saw the light when I got my hands on an Apple II. Technically, I first started programming on a TRS-80 in my junior high school library, but really I just typed in the same BASIC code listing from a magazine every day until the librarian mentioned I could save the program on a cassette. Vi Contents at a Glance Chapter 14: Game Center: Leaderboards and Achievements ■Ĭhapter 15: iAd: Banner Ads and Interstitial Ads ■.
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