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Unity 3.X Game Development by Example Beginner's Guide Paperback – Sep 1 2011


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Product Details

  • Paperback: 408 pages
  • Publisher: Packt Publishing (Sept. 1 2011)
  • Language: English
  • ISBN-10: 1849691843
  • ISBN-13: 978-1849691840
  • Product Dimensions: 2.1 x 18.8 x 23.1 cm
  • Shipping Weight: 699 g
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: #356,302 in Books (See Top 100 in Books)

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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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By Thess TOP 500 REVIEWER on March 6 2012
Format: Paperback
This book specifies 3.X because they probably didnt realize 3.5 would be so different.
This book has been absolutely amazing; but ive had to do ALOT more homework, research, recoding etc because 3.5 is so vastly different from 3.4 and earlier.
heres a list of those differences.

Particle system is totally new, from the ground up, nothing looks the same, acts the same or references even close to the same as the book
and some features are gone totally - like "autodestruct". i had spent about 3 hours using google before i found out that
you now have to SCRIPT this feature - simply check if still animating and then unload it.

The models imported are done differently, and come in weird as well as auto parting - something 3.4 and earlier "asked".

some function names have changed slightly. will need to use the unity reference, very easy though
** i did the whole book in C# and not javascript which the book was written teaching, coverting was easy but i thought id put
that out there in case this was the reason, but i doubt it **

some functions like world space arent even close, for example you cant set X on an object like in 3.4
the book said do something like this ObjectName.Position.X = 100; this will now compile error, you have to do ObjectName.Position = Vector3 (X, Y, Z);
I found myself redoing alot of code to make up these changes.
they added another function to objectname.position.set(x,y,z) but i dont use it, and i think still needs a vector3.

This book assumes total newbness for unity, but not scripting.
I would suggest a basic understanding of either JavaScript or C#, either will do you perfectly so flip a coin.
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Format: Paperback
I've been considering getting into unity for a while, but I've been too lazy to do it in the usual self-learning method of trial and error. Okay, sure, there are online tutorials but nothing which inspired me. So I thought maybe a book would do it.

So I picked up this book. I'm a fan of learning by doing, and all I really needed to get into Unity is some hands-on practice to get my bearings as to where to find what. The book walks you through writing a bunch of games, starting small and building up from there. It painstakingly explains everything that's going on, meaning that more experienced developers can browse through the book quickly, but people new to the world of code aren't left behind.

A lot of the book is dedicated to whetting the readers' appetite on what's possible with unity, without going too deep into it (simply because it would be impossible to cover everything in one book). There's also a lot of humor, which may be irritating if all you want is hard facts, despite which I did find myself chuckling at some of the jokes.

I would have liked a bit more attention to the content pipeline (using blender and photoshop, for instance), but I understand that would have expanded the scope of the book too much.

As a tutorial book, it's a very good springboard into the wonderful world of game development. And it did serve my purposes well, too.
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 13 reviews
14 of 14 people found the following review helpful
Great book but don't buy the kindle edition Nov. 5 2011
By Amazon Customer - Published on Amazon.com
Format: Kindle Edition Verified Purchase
Is it a five star book or a one star book? How to rate a fun, thoughtful, well organized, well taught tutorial that is not very useful because all of the formatting, which the author so carefully thought through to differentiate between types of points they want to draw our attention to, were stripped out in the conversion to Kindle?

If you want a laugh read the part of the introduction where he writes "I'll call your attention to a critical piece of information like this" and "I'll highlight a crucial gotcha like this" and all eight or ten of his formatting styles are basically the same. It even says "in a block of code I'll call attention to the key concept in bold" and the bold got stripped out. What a joke. Amazon, Kindle group, and the publisher should be ashamed.

Having gotten that off my chest, the book itself is really nice. If you have the patience to follow it through start to finish, it is a great example of the art of teaching.
2 of 2 people found the following review helpful
A Great Book for Non-Programmers! Dec 17 2012
By Kathryn - Published on Amazon.com
Format: Paperback Verified Purchase
This guy is an amazing writer and I hope he writes a whole lot more books in his lifetime because for ONCE, my kid (11)and I could just work through a book, learn something really hard, and have it be a fun and non-frustrating experience. He will say "click on the little button with a landscape icon". Thank you Ryan Creighton, because ever other book would have said, "while in landscape mode..." without ever telling you what actual button to click.

I want this guy to write books on PHP, Google Sketchup, Blender... I would rule the world, it would unlock so many pieces of software that are just too hard to learn because the support materials are awful. And yes, Unity 3x, your support materials are awful. Newbies and non-programmers are never going to use this unless you create materials like this for regular folks.
2 of 2 people found the following review helpful
Ok Book, Horrible Code Examples! Nov. 14 2012
By Matt W. - Published on Amazon.com
Format: Kindle Edition Verified Purchase
I bought this book hoping to get starting with developing Unity... The author does a very good job at describing what things do, but the problem is a lot of the code examples are just plan wrong. Code won't run correctly or you will NOT get the same result as the book. I am only on chapter 5 and I am battling with it.

Even the downloadable samples from the publisher or broke or incomplete.
2 of 2 people found the following review helpful
Springboard to the wonderful world of game development Nov. 29 2011
By Sol_HSA - Published on Amazon.com
Format: Paperback
I've been considering getting into unity for a while, but I've been too lazy to do it in the usual self-learning method of trial and error. Okay, sure, there are online tutorials but nothing which inspired me. So I thought maybe a book would do it.

So I picked up this book. I'm a fan of learning by doing, and all I really needed to get into Unity is some hands-on practice to get my bearings as to where to find what. The book walks you through writing a bunch of games, starting small and building up from there. It painstakingly explains everything that's going on, meaning that more experienced developers can browse through the book quickly, but people new to the world of code aren't left behind.

A lot of the book is dedicated to whetting the readers' appetite on what's possible with unity, without going too deep into it (simply because it would be impossible to cover everything in one book). There's also a lot of humor, which may be irritating if all you want is hard facts, despite which I did find myself chuckling at some of the jokes.

I would have liked a bit more attention to the content pipeline (using blender and photoshop, for instance), but I understand that would have expanded the scope of the book too much.

As a tutorial book, it's a very good springboard into the wonderful world of game development. And it did serve my purposes well, too.
1 of 1 people found the following review helpful
For Beginners Only June 12 2013
By Michael Gareth - Published on Amazon.com
Format: Paperback Verified Purchase
I quickly realized that this book was not written for me. I have been making games a while, so when a book spends several pages describing very core fundamentals, I end up skipping a lot. I was literally skipping several pages at a time though most of it. I really just wanted a book to walk me thorough how things are put together, not describe to me what game development itself is. If you know nothing at all about game development, this is probably a really good book. It reminded me of the program through which I learned. If you've ever programmed at all, though, and especially if you've ever made games, this will appear rudimentary. If you want to learn how to program and have fun doing it through game development, this could be a cool place to start. Ultimately, I ended up using it as a springboard for the free tutorials on the Unity website.

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