更新时间:2021-08-13 17:52:39
coverpage
OUYA Game Development by Example Beginner's Guide
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Time for action – heading
Reader feedback
Customer support
Downloading the color images of this book
Chapter 1. Experiencing the OUYA
Setting up the console
Networking
Displaying games
Time for action – installing your first game
Playing the OUYA
Touch controls
Summary
Chapter 2. Installing Unity and the OUYA ODK
Installing the game engine
Time for action – setting up Unity
Downloading and configuring additional packages
Time for action – downloading Java the Android SDK and the ODK
Modifying the PATH variable
Time for action – editing PATH on Mac OS
Time for action – editing PATH on Windows
Time for action – installing Android packages
Configuring the USB connection
Time for action – configuring the USB driver on Windows
Time for action – exporting OUYA packages from Unity
Time for action – importing packages into a new workspace
Chapter 3. Diving into Development
Creating a 3D text prototype
Time for action – manipulating the scene
Time for action – creating and scripting 3D text
Creating a custom function
Time for action – writing a function
Time for action – capturing data with return values
Time for action – controlling functions with parameters
Making our scripts interactive
Time for action – adding keyboard interaction to scripts
Deploying our code on OUYA
Time for action – running your first test on OUYA
Chapter 4. Moving Your Player with Controller Input
Creating an interactive marble prototype
Time for action – setting the scene
Time for action – importing a Unity input script
Time for action – turning input into movement
Time for action – movement with the OUYA SDK
Adding additional functionality to our marble
Time for action – adding button features
Time for action – improving the camera
Completing our game
Time for action – adding a goal zone
Chapter 5. Enhancing Your Game with Touch Dynamics
Using the touchpad to interact with buttons
Time for action – creating a cannon prefab
Time for action – creating an interactive button
Time for action – adding an impulse force to a rigidbody component
Using cursor data to add touch input to games
Time for action – reading mouse position in Unity
Time for action – creating a vector from cursor movement
Incorporating touch data into your mechanics
Time for action – hiding the cursor on the screen
Time for action – creating a target for the cannon
Chapter 6. Saving Data to Create Longer Games
Creating collectibles to save
Time for action – creating a basic collectible
Time for action – scripting the collectible
Time for action – accessing the scripts on other objects
Saving data with the Unity engine
Time for action – saving data with PlayerPrefs
Time for action – setting up a GUI Text object
Time for action – counting cannonballs
Time for action – checking high scores in a new scene
Time for action – displaying high score values
Saving data with the OUYA API
Chapter 7. Expanding Your Gameplay with In-app Purchases
The different kinds of in-app purchases
Setting up a product on the OUYA developer portal
Time for action – preparing your game for in-app purchasing
Coding in-app purchasing in your game
Time for action – creating a purchase screen
Time for action – creating your first purchase function
Time for action – saving and loading successful purchases
Time for action – reflecting unlocked functionality in games
Adding polish with Unity Asset Store packages
Time for action – adding explosions to your cannonballs