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Unity 3 Blueprints - A Practical Guide to Indie Games Development Paperback – May 16 2011


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Product Details

  • Paperback: 201 pages
  • Publisher: Deep Pixel Publishing (May 16 2011)
  • Language: English
  • ISBN-10: 0956888704
  • ISBN-13: 978-0956888709
  • Product Dimensions: 18.9 x 1.2 x 24.6 cm
  • Shipping Weight: 399 g
  • Amazon Bestsellers Rank: #466,468 in Books (See Top 100 in Books)

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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 14 reviews
10 of 11 people found the following review helpful
Exactly what it was meant to explain.. Aug. 4 2011
By Glewash - Published on Amazon.com
Format: Paperback
Unity 3 Blueprints is exactly what it says it is: a guide.

Comments like "this isnt for the serious indie developer", and grading the book poorly are based on personal expectations and, in my opinion of course, unfair in this case. Even "serious" people have to start somewhere and if they'd rather buy a guide than dig up and organize the assortment of free ones out there this is a good place to start!

My personal experience with Blueprints:
1. I've become more comfortable with Unity over time without inundation.
2. I've taken that comfort and started to run with it into expansions of their projects; Like making changes to their "marble madness" game to the point of losing hours of time tweaking extras I've imagined. This alone says their instruction worked as designed.
3. The authors will answer questions! Writing a book isnt signing up for a support job but the company attached here is very friendly and willing to support their readers.

Essentially, as stated before, it did exactly what I asked of it: give me a friendly kick into the world of Unity. (and save me the time of gathering random tutorials!) Thanks deeppixel.com folks!
3 of 3 people found the following review helpful
Good intro, but be ready to debug example code Sept. 30 2012
By Dave Coleman - Published on Amazon.com
Format: Kindle Edition Verified Purchase
The first project was entertaining, well written, with only a few gotchas. The second project starts introducing lots of fun little errors, inconsistencies, and bad coding practices. Aside from the confusion they create, these also come back to bite you in the third project if you continue to use them, sometimes causing quite a bit of frustration.

Naming conventions; use them. Or at least use properly descriptive variable names. Good variable names can act as partial documentation. Take the time to write your own comments in the code. It helps you learn, and it'll make it a lot easier to go back to a project later and borrow code snippets of key functionality.

It feels like the author was in teacher-mode for the first project, but started getting impatient, and it gets a little crazy later on. There is an errata page on their website, but the author stopped updating that months ago.

Overall, I recommend the book if you're just getting started, and want a gentle introduction... but be ready to fix what made it past the editors. Also, look for a secondary book or resource for the more technical stuff. This book gives adequate but minimal coverage.
1 of 1 people found the following review helpful
Very sloppy and full of errors. June 21 2013
By panos - Published on Amazon.com
Format: Kindle Edition Verified Purchase
The book has so many errors and is so riddled with confusing language that you will bang your head against the wall trying to make the examples work. You learn more about Unity from debugging the author's work than actually following the author's examples. To make matters worse some of the downloads are missing and even the ZIP files have CRC errors. On the positive side this book does force you, if you actually try to follow it, to learn debugging and how to use Unity's help as well as various users forums and groups. You will definitely need outside resources in order to make things work. To make matters even worse it is not compatible with the latest version of Unity..... so purchase at your own risk.
3 of 4 people found the following review helpful
Perfect find! March 20 2012
By Allek - Published on Amazon.com
Format: Kindle Edition Verified Purchase
I tried quite a few Unity3d books out there and this one is the best of them.
Great resource for beginners!
4 of 6 people found the following review helpful
very limited introduction Aug. 17 2011
By sorryaboutmyface - Published on Amazon.com
Format: Paperback Verified Purchase
After finishing, you will not be in a position to make an indie game to put on the market. It does not cover sound or background music. It has one brief tutorial on using Unity's built in animation tool, which is used to rotate a cube 180 degrees, and back again. It doesn't cover importing custom models and animations (or mention the fact that Unity only imports armature animations). It doesn't cover writing to save files.

it is good at getting your feet wet with Unity, and will put you in the right direction. it will teach you a few things about collisions, physics, animation, pathfinding, particles, and if you're unfamiliar with javascript (the version in unity is very similar to actionscript 3), you will learn quite a bit.

A few annoyances, each unitypackage file must be individually downloaded when you get to the part in the book. There isn't a single bulk file you can download with all of the asset import packages, you have to type them in manually, and their web address is case sensitive.
make sure to create a prefab of EVERYTHING before putting it on the scene. Sometimes they will have you drag a model out to the scene and do a bunch of crap to it, and then make a prefab. well, if you miss the part to make it a prefab (especially chapter 3), you will destroy the asset(and all that's attached to it, eg. scripts, textures, materials, etc), not the object. be extremely careful. you will have a lot of backtracking if you're not.
you don't have to, but I prefer to differentiate the prefab with a pf. in front of the name. There are plenty of places in the book where you name the prefab the same as the model, and when you go to assign it in the inspector, it's difficult to see which is which, sometimes you select the actual model or whatever, and it again causes problems with the Destroy() function. use good naming conventions. This is essential for programming and game production, and they do not teach this principle in this book.


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