Are you planning to create a Unity game for mobile devices? Wondering how you can export your game and build it as an app on Android? Look no further — here’s a step-by-step guide to exporting your game onto your Android device, updated for 2023.
If you’re looking for a way to test your game as you’re making it, check out Unity Remote — it’s an Android app that mirrors Unity Editor’s Game screen when you are in Play Mode. Once you’ve installed it, we have a guide covering how to get Unity Remote working on your devices.
Since its tremendous growth over the past 3 decades, the Unity Engine has also changed significantly over the past decade, so much so that it has become difficult to set up and use, especially for new users. If you’re just getting your toes wet with the engine for the first time, here is a guide to help you figure out how to set it up — the trouble will be worth it, because it is one of the easiest game engines to use, and also one of the most robust game engines out there.
One of the biggest perks of using Microsoft’s Visual Studio to write your Unity scripts is IntelliSense — a code completion aid in Visual Studio that offers suggestions as you write your code, and contextually presents you with information about classes, properties and methods that you are working with.
Given Unity’s enormous scripting API, IntelliSense is a tremendously helpful feature, especially for coders who are beginning their foray into developing games and software with Unity; and while we’d love to say that IntelliSense is automatically set up and linked to Unity’s API when you install it with the Unity Editor, sometimes that’s just not the case. So, if you’ve got both Unity and Visual Studio set up, but find that IntelliSense is still not offering Unity API suggestions, then this guide is for you.
If IntelliSense doesn’t automatically offer Unity API suggestions like these, then it isn’t working.
As part of a school assignment in the past year, my team and I created Apoca Force, a tower defense game where WAIFUs (World Apocalypse Intercepting Frontline Units) are deployed onto a battlefield to combat an undead horde. In this game, WAIFUs serve as the eponymous towers of the genre, but with a twist — by spending some resource, they can be moved after they are deployed.
To denote the areas that WAIFUs can walk on, we created an interface that highlighted walkable areas on the map when players decide to move their WAIFUs. This is what we ended up with:
Over the past 4 months, my team and I have been working on a rogue-like hack-and-slash game for our school’s final year project called Dust to Dust. We have very high ambitions for the game, and we had never worked on projects as large of a scale as this. Of course, by doing that, the challenges we encountered got bigger as well. We had to keep track of many parameters in developing a role-playing video game, and quickly realised that the time taken to find Inspector properties in the project was getting longer and longer. Furthermore, the project was on a 15-week timeline, so every minute was valuable.
Hence, we needed an effective solution that would ease navigation in the project, and — like before — it became clear that we had to once again extend the Unity Editor to suit our needs.
If you’re developing a game for Android on Unity, Unity Remote is an irreplaceable tool that allows you to quickly test your game on your Android device using Unity’s built-in Play-in-Editor feature. Unfortunately, it can also be pretty difficult to get Unity Remote to work, since it requires some very specific configurations on both your Android device and your computer.
Available solutions online are often incomplete, inaccurate, or outdated (Unity Remote was released more than 4 years ago, and the Android development scene is very different from how it was then), so you often have to piece solutions from multiple sources to get one that works. After grappling for hours to get Unity Remote working on multiple computers (and a lot of frustration), I’ve decided to write a set of articles to save you the same frustration. Hopefully, this will save you from 9000 Google searches and a damaged keyboard.
If you’re working on a Unity project with the free Unity license, you’re only allowed to have a maximum of 3 people (and a storage limit of 1GB) on Unity CollaboratePlastic SCM. While you can work around the headcount limitation by adding and removing members when needed, it can be quite a hassle. Hence, for those without a budget for a paid Unity plan, a cheap and easy way to go around both the personnel and storage limit is to use GitHub Desktop for collaboration.
Over the last 5 months or so, me and my team have been involved in the development of a hybrid tower defense and RTS game called Ex-Terminator (click on the link to try it out, it’s free!) as part of a school project. During the course of developing the game, we quickly realised that, in order to allow us to have the flexibility to experiment with our level design, we had to experiment with a class in Unity called the ReorderableList.
If you’ve read some of the other articles here, you’d have noticed that we normally link Unity classes to its page on the Unity Scripting Reference. We didn’t do so here because there is no official documentation for it at the time this article was written. The ReorderableList class is filed under the namespace of UnityEditorInternal, which also doesn’t have official documentation. We’ve decided to write an article about it, however, because of how useful it is, and because of how little information there is currently about it online.