What this book covers
Chapter 1, ,covers the creation of a simple project in Unity, which we will be modifying over the course of this book to make use of features commonly seen in mobile games. This chapter will also serve as a refresher for some fundamental concepts when working in Unity.
Chapter 2, , will show the setup required to deploy a project to both iOS and Android mobile devices, by installing the Java and Android SDKs for Android and configuring Xcode for iOS.
Chapter 4, , discusses how to build the user interface for our game, starting with a title screen, and then build the other menus that we will want to use for our future chapters.
Chapter 5, integrate Unity's Ad framework into our project and learn how to create both simple and complex versions of advertisements.
Chapter 7, , shows how to integrate social media into your projects, starting off with sharing high scores using Twitter and then taking a look at how we can use the Facebook SDK in order to display our player's name and profile picture while inside our game.
Chapter 8, , covers some of the different ways that we can integrate Unity's Analytics tools into our projects, tracking custom events as well as using remote settings to allow us to tweak gameplay without having people redownload the game from the store.
Chapter 9, different ways that you can integrate features of juiciness into our projects, including tweening animations, materials, post-processing effects, and adding particle effects.
Chapter 10, , goes over the process of submitting our game to the Google Play or iOS App Store, with tips and tricks to help the process go smoother.