Description

Book Synopsis

Master the art of programming games for Android using the Unity3D game engine. This book will help you understand basic concepts of game development in Unity. By the end of Beginning Unity Android Game Development, you will have the knowledge to confidently build an Android game. 

The book starts by explaining simple programming concepts to make beginners comfortable with the jargon. You will then learn to navigate around the Unity interface and use basic tools (hand, move, rotate, scale, and rect). You will also be acquainted with the creation of basic 3D objects in the game while understanding the purpose of several of Unity''s windows.

In the last chapters, you will learn to create a simple game for Android using the concepts studied in the previous chapters. Scripts will be written to handle the behaviors of the player and enemies as well as to handle other aspects of the game. The author shares tips along the way to help improve in-game performance, suc

Table of Contents
Chapter 1: Programming Concepts

Chapter Goal: This chapter is intended to make the reader feel comfortable with basic programming concepts and operations. It will make further topics about game dev scripting more accessible to those with no past programming experience.

Sub -Topics:

1. Fundamentals of programming

2. Variables, constants, and types

3. Arithmetic operations

4. Boolean expressions

5. Selection

6. Iteration

7. Functions

Chapter 2: Introduction to Unity

Chapter Goal: This chapter provides an introduction to the Unity game engine and IDE. It shows how to navigate around, create basic objects and using transform tools to move, scale and rotate. The purpose of the Scene, Game, Hierarchy, Inspector, Project and Asset Store windows are also discussed.

Sub -Topics:

1. Creating a Unity account

2. Downloading Unity and required add-ons

3. Scene view

4. Game view

5. Hierarchy window

6. Inspector window

7. Using the transform tools

8. Project window

9. Asset store window

Chapter 3: GameObjects, Prefabs, Materials, and Components

Chapter Goal: We learn more about GameObjects, the benefits of making prefabs, and the use of several components. A small overview of the need to use materials is also provided.

Sub -Topics:

1. What are GameObjects and Prefabs

2. Transform component

3. Camera component

4. Lighting component

5. Renderer component

6. Collider component

7. Rigidbody component

8. Audio source component

9. Particle emitter component

10. Trail renderer component

11. Materials

Chapter 4: User Interface

Chapter Goal: The Canvas component is introduced and the reader will learn about making a game more interactive using touch input.

Sub -Topics:

1. The Canvas component

2. Text

3. Image/RawImage

4. Slider

5. Input field

6. Button

7. Introduction to input axes

Chapter 5: Building our first Android Game - Sphere Shooter

Chapter Goal: After creating a new project, we learn about switching to a more lightweight rendering pipeline. The reader will learn how to create the game environment, first enemy, player tank and bullets. Scripts will also need to be written to handle player movement, shooting, enemy instantiation and behavior.

Sub -Topics:

1. The lightweight rendering pipeline

2. Creating game terrain and adjusting lighting

3. Making prefabs for the player, first enemy, and bullets

4. Player movement

5. Player shooting

6. Spawning enemies

7. Enemy movement

8. Enemy destruction

9. Game over

Chapter 6: Improving the Game - Sphere Shooter

Chapter Goal: We will learn how to make the game more interesting by creating simple but elegant canvas elements, introduce concepts such as health and score, make two more types of enemies, introduce pickups, add more sound effects to the game along with particle systems, implement mobile controls and exporting a build ready to be played.

Sub -Topics

1. Fancy Menu when starting the game and dying

2. Adding the concept of score

3. Adding the concept of health

4. Implementing particle systems

5. Making a new faster enemy

6. Making a new bigger enemy

7. Creating a health pickup

8. Adding sound effects

9. Mobile joysticks

10. Editing player settings and exporting

11. What next?

Beginning Unity Android Game Development

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Order before 4pm today for delivery by Wed 14 Jan 2026.

A Paperback by Kishan Takoordyal

1 in stock


    View other formats and editions of Beginning Unity Android Game Development by Kishan Takoordyal

    Publisher: APress
    Publication Date: 1/30/2020 12:06:00 AM
    ISBN13: 9781484260012, 978-1484260012
    ISBN10: 1484260015

    Description

    Book Synopsis

    Master the art of programming games for Android using the Unity3D game engine. This book will help you understand basic concepts of game development in Unity. By the end of Beginning Unity Android Game Development, you will have the knowledge to confidently build an Android game. 

    The book starts by explaining simple programming concepts to make beginners comfortable with the jargon. You will then learn to navigate around the Unity interface and use basic tools (hand, move, rotate, scale, and rect). You will also be acquainted with the creation of basic 3D objects in the game while understanding the purpose of several of Unity''s windows.

    In the last chapters, you will learn to create a simple game for Android using the concepts studied in the previous chapters. Scripts will be written to handle the behaviors of the player and enemies as well as to handle other aspects of the game. The author shares tips along the way to help improve in-game performance, suc

    Table of Contents
    Chapter 1: Programming Concepts

    Chapter Goal: This chapter is intended to make the reader feel comfortable with basic programming concepts and operations. It will make further topics about game dev scripting more accessible to those with no past programming experience.

    Sub -Topics:

    1. Fundamentals of programming

    2. Variables, constants, and types

    3. Arithmetic operations

    4. Boolean expressions

    5. Selection

    6. Iteration

    7. Functions

    Chapter 2: Introduction to Unity

    Chapter Goal: This chapter provides an introduction to the Unity game engine and IDE. It shows how to navigate around, create basic objects and using transform tools to move, scale and rotate. The purpose of the Scene, Game, Hierarchy, Inspector, Project and Asset Store windows are also discussed.

    Sub -Topics:

    1. Creating a Unity account

    2. Downloading Unity and required add-ons

    3. Scene view

    4. Game view

    5. Hierarchy window

    6. Inspector window

    7. Using the transform tools

    8. Project window

    9. Asset store window

    Chapter 3: GameObjects, Prefabs, Materials, and Components

    Chapter Goal: We learn more about GameObjects, the benefits of making prefabs, and the use of several components. A small overview of the need to use materials is also provided.

    Sub -Topics:

    1. What are GameObjects and Prefabs

    2. Transform component

    3. Camera component

    4. Lighting component

    5. Renderer component

    6. Collider component

    7. Rigidbody component

    8. Audio source component

    9. Particle emitter component

    10. Trail renderer component

    11. Materials

    Chapter 4: User Interface

    Chapter Goal: The Canvas component is introduced and the reader will learn about making a game more interactive using touch input.

    Sub -Topics:

    1. The Canvas component

    2. Text

    3. Image/RawImage

    4. Slider

    5. Input field

    6. Button

    7. Introduction to input axes

    Chapter 5: Building our first Android Game - Sphere Shooter

    Chapter Goal: After creating a new project, we learn about switching to a more lightweight rendering pipeline. The reader will learn how to create the game environment, first enemy, player tank and bullets. Scripts will also need to be written to handle player movement, shooting, enemy instantiation and behavior.

    Sub -Topics:

    1. The lightweight rendering pipeline

    2. Creating game terrain and adjusting lighting

    3. Making prefabs for the player, first enemy, and bullets

    4. Player movement

    5. Player shooting

    6. Spawning enemies

    7. Enemy movement

    8. Enemy destruction

    9. Game over

    Chapter 6: Improving the Game - Sphere Shooter

    Chapter Goal: We will learn how to make the game more interesting by creating simple but elegant canvas elements, introduce concepts such as health and score, make two more types of enemies, introduce pickups, add more sound effects to the game along with particle systems, implement mobile controls and exporting a build ready to be played.

    Sub -Topics

    1. Fancy Menu when starting the game and dying

    2. Adding the concept of score

    3. Adding the concept of health

    4. Implementing particle systems

    5. Making a new faster enemy

    6. Making a new bigger enemy

    7. Creating a health pickup

    8. Adding sound effects

    9. Mobile joysticks

    10. Editing player settings and exporting

    11. What next?

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