Summary

This chapter was a wrap up of the development efforts we undertook through most of the book. We first looked at what items would need to be completed in order to ship the Foody Go game. Next, we looked at important skills that would be valuable to spend time learning. After this, we took a good look at the guidelines to acquire Unity assets, which may fill in missing skillsets. Following this is a quick exercise on how to manage and clean up any unwanted assets lingering in your project. From there, we covered some guidelines to release a game. Then, we switched gears and tried to uncover all the problems that a developer faces when building a location-based game; this took us into a discussion of supporting multiple players in our game. As we have seen though, there were a number of unique problems with location-based games that make it improbable to use off-the-shelf solutions. Instead, we looked at the possibility of implementing custom multiplayer solutions and then took a serious look at a real-time cloud-based database from Google, called Firebase Real-time. We ran through a quick exercise to set up and configure Firebase for use in Unity as a multiplayer platform. From there, we took a brief look at some other location-based game ideas for inspiration. Finally, we looked at what the future may bring for the location-based genre.

The next chapter is dedicated to troubleshooting problems that you may have encountered while building the demo game. There will also be some good practical knowledge shown about debugging in Unity, console tricks, and other troubleshooting tips.

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