Mobile Game Development with Unity 2D Project Lab: Touch Controls, Performance, Ads, and Publishing
Language: English
Published by Independently published, 2026
- Softcover
- New

Seller: California Books, Miami, FL, U.S.A.California Books
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- Title
- Mobile Game Development with Unity 2D Project Lab: Touch Controls, Performance, Ads, and Publishing
- Author
- Halstead, Corin
- Publisher
- Independently published
- Publication year
- 2026
- Condition
- New
- Binding
- Soft cover
- Language
- English
- ISBN 13
- 9798190626469
A mobile game that works in the Unity Editor is not necessarily ready for a phone.
Real devices introduce smaller screens, touch input, interruptions, limited memory, thermal pressure, signing requirements, advertising failures, privacy obligations, and constantly changing store rules. A prototype may look finished on a computer yet fail when it meets those realities.
Mobile Game Development with Unity 2D Project Lab gives you a practical, start-to-release path for creating a complete portrait-oriented arcade game for Android and iOS.
The book’s continuing project, Orbital Courier, begins as a simple scene with a spacecraft and gradually becomes a tested product with responsive input, progression, saved information, monetization, diagnostics, and store-ready release configurations.
Inside, you’ll learn how to:
- Install Unity and prepare Android and iOS build environments
- Create organized scenes, prefabs, components, sprites, and C# scripts
- Build tap, hold, drag, and swipe recognition with the Input System
- Prevent gameplay actions from conflicting with buttons and menus
- Create hazards, collectibles, scoring, health, shields, spawning, and difficulty progression
- Build responsive interfaces that respect safe areas, cutouts, and varied aspect ratios
- Save settings and structured player progress safely
- Protect saved information through versioning, migration, and backup strategies
- Use ScriptableObjects, services, scene transitions, and object pools
- Add animation, particles, audio, lighting, camera feedback, and optional haptics
- Profile CPU, GPU, memory, rendering, physics, loading, heat, and battery behaviour
- Improve measured bottlenecks without applying random optimizations
- Integrate rewarded and interstitial advertising behind a maintainable abstraction
- Handle consent, privacy, younger audiences, unavailable inventory, and failed placements responsibly
- Test interruption, restart, installation, updating, offline, and low-memory scenarios
- Protect signing credentials and produce controlled release candidates
- Prepare Android App Bundles for Google Play
- Export through Xcode, distribute with TestFlight, and submit through App Store Connect
- Plan updates, save migrations, staged releases, monitoring, and post-launch maintenance
The explanations are beginner-friendly but grounded in professional software practices. Each major stage includes implementation guidance, common mistakes, troubleshooting steps, and a hands-on laboratory.
Whether you are a student, hobbyist, career switcher, or early Unity developer, this book will help you move beyond tutorial prototypes and understand the complete journey from an empty scene to a released product.
Do not stop when the game runs in the Editor. Build something that can survive real screens, real devices, real interruptions, and real players.
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California Books
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