Feel free to create more if you like, or modify the existing ones. One final thing before we can move on to the programming. Click on the Main Camera in the Hierarchy. Change the Background Colour to either black or another dark colour and change the Size of it underneath the Projection drop down box from 5 to This will allow you to see more of the background.
Now that we have created all the prefabs, we can move on to the programming. You will have to write quite a bit of code as this is a more advanced tutorial. This is also another extensive read.
I have uploaded it to Dropbox, here is the link:. It will also get you in to the practice of checking your code for any errors. Here is the code:. Now that we have this script ready, we can add it to the scene. Now assign the Variables to their respective Prefabs by dragging the Prefab from the Prefabs folder in the Project View to the Scripts properties in the Inspector Window.
See the screenshot above for reference. The primary function of this app is to trigger effects when the screen is touched. The three gestures we will be using will be a tap, a swipe and a pinch to zoom. You can also add more gestures if you wish, but you will have to do that of your own accord.
The effects we trigger will vary based on the type of touch input tap, swipe, pinch to zoom etc. This will allow us to ensure that the correct gesture is being recognised. Some examples of other Inputs are keyboard, console controllers or touch. Unity has a specific sub class called Input. A Touch is a container that holds the information about the various fingers, which we will be looking at while programming the touch controls.
A pinch is when the screen is touched with two fingers and dragged either outwards or inwards. A tap is when the screen is touched for a short amount of time usually a second. It is similar to clicking a mouse. A swipe is when the screen is touched with one finger and dragged along the screen.
Then type in the following code under the Update function. For the Drag function, a new variable was created. We need this variable to create the link between a finger and a Trail. What the code does:. If a new touch has been created, create new Trail and link it to the finger by way of the dictionary. When the finger is moved, as long as the finger has a Trail linked to it, the position of the Trail Game Object is moved along with the finger. For the Pinch function three more new variables were created.
These variables stored the first position of the fingers, which we then used calculate the difference between the distance of the fingers.
A variable for the Pinch Explosion effect was also created so that we could update and destroy it. For the Pinch function, if two fingers are detected on the screen, a new Pinch Explosion effect is created in between the two positions.
After that, the gesture is declared as a Pinch. If the fingers are moved, the Pinch Explosion Game Object is also moved and scaled along with it. Once the Pinch Explosion has completed, or if a finger is lifted off the screen, it changes in to the normal Tap Explosion.
But, before we get on to the Menu we need to actually test the app to see if it performs as it should. Testing is crucial when developing any kind of software. There are multiple methods of testing. The most effective one is to build and run the app on an Android phone as you go along. Unity actually allows you to manage this easily, provided you have the correct drivers installed.
Before you can actually build and test the app, you will need to set up a couple of things. Change these to whatever you wish. Change this to com. In my case my company name is U and my product name is Instructables, so my Bundle Identifier is com.
Unity will start to build your app, however, before it can fully complete the build it will require the location of your Android SDK.
This is the location you must point Unity to. Once Unity knows where the SDK is, it will continue to build your app. Once the app has finished building it will automatically run it on your phone. You are then free to play around with the app and enjoy your hard work. Try all the gestures to ensure that they all work.
This method is how you will send your app to other people if you so wish. Another way of testing is through the Unity Editor. This saves you from having to use your phone for minor testing. The Unity Remote allows you to test your game in Unity, without having to create a full build every time. It saves a lot of time. One thing to mention is that it does reduce the quality of the graphics on your phone. But this is necessary.
Be sure to exit the Play mode in Unity after you have tested your game as any changes made to any components are reverted when you exit the Play mode. These methods are the most effective when it comes to testing your game as you can actually see if your code functions the way it should. One method is breakpoints. So you would add breakpoints above, below and on the faulty code. The breakpoints will stop the program when it reaches the breakpoint and give you information about the program up until that breakpoint.
To create a breakpoint, find the line where you think your code is going wrong and click on the first margin to the left. It should be a lighter colour than the main page. A red dot should appear and if you hover over the red dot, it will tell you the location of the breakpoint.
See the screenshot for reference. Now go to Unity and click on the Play Icon. In order to find the erroneous line, you will need to keep adding breakpoints until you have located it. The quickest method is to add multiple breakpoints at a time instead of one.
This is a very good way of testing and allows you to be more precise. This will then stop the Debug and allow the Unity project to play normally. When testing, ensure that you use a combination of these methods as opposed to just one as it will allow you to locate exactly where you have gone wrong. Also be careful with spelling and syntax, programming languages can be rather unforgiving, and C is one of these languages.
If you spell something wrong, you will get an error, and it will be challenging to locate this error as neither VS nor Unity account for spelling mistakes. I have spent hours trying to fix a bug, only to find out that I spelt a function or variable wrong.
Checking your spelling and syntax as you go along is a good habit to get in to as it will save you hours in debugging. Try not to get too frustrated if you make a spelling mistake and it takes you ages to find it. It happens to everyone. The Main Menu gives the player information about your app and usually allows them to control certain aspects of the app.
I am contemplating adding some sound effects and possibly music, but those will come in a later tutorial. The Main Menu we will be creating will be rather basic but still aesthetically pleasing. The Play button will just take you to the Main Scene, the Help button will take you to a Panel with the Help File on it and the Exit button will simply quit the game.
You can use any font, background image etc. Also ensure that your assets for your game are copyright free or can be used commercially if you plan to release it on an app store otherwise you could run in to some legal issues. For this tutorial, I will be using this image of the Galactic Centre Region:. The fonts are attached to the bottom of this step and the image is at the top if you want to use these assets for your app.
Once you have downloaded the fonts and images you want to use, import them in to your Unity project in their respective folders Fonts go in the Fonts folder and the Image goes in the Menu Folder. Typically, if you develop a project in native Xcode, this process is handled behind the scenes A Scene contains the environments and menus of your game.
Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. In the left-hand column, under Category , verify that My Certificates is selected. In the main Keychain Access pane, select your certificate. Note : Typically, your certificate is located under My Certificates.
If it is not there, check under Certificates. For development purposes, Apple requires the UDID for each device on which you intend to install your app. Once your app is accepted into the App Store, anyone can download and install it; provided they have the correct version of iOS and meet any other requirements.
The next step is to generate a. Feb 3, Version 3. Ratings and Reviews. App Privacy. Size Category Utilities. Compatibility iPhone Requires iOS Languages English. Price Free. Family Sharing With Family Sharing set up, up to six family members can use this app.
More By This Developer. Ad Testing. Once the activation user successfully downloads and signs in for the first time, all other users can begin. To access the Call Center Agent portal please follow the steps below: 1.
Select "Call Center Agent" from the dropdown menu. A new tab will open taking you to the Agent Console. To access the Call Center Supervisor portal please follow the steps below: 1. Go to Spectrum Portal 2. Select "Call Center Supervisor" from the dropdown menu. A new tab will open taking you to the Supervisor Console.
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