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Game Development with Unity Paperback – January 19, 2011

ISBN-13: 978-1435456587 ISBN-10: 1435456580 Edition: 1st

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Product Details

  • Paperback: 480 pages
  • Publisher: Cengage Learning PTR; 1 edition (January 19, 2011)
  • Language: English
  • ISBN-10: 1435456580
  • ISBN-13: 978-1435456587
  • Product Dimensions: 9.2 x 7.4 x 1.2 inches
  • Shipping Weight: 2.2 pounds (View shipping rates and policies)
  • Average Customer Review: 3.5 out of 5 stars  See all reviews (14 customer reviews)
  • Amazon Best Sellers Rank: #363,253 in Books (See Top 100 in Books)

Editorial Reviews

Amazon.com Review

Features

  • Covers all the key features of the Unity game engine and editor.

  • New skills and concepts are taught using step-by-step tutorials, questions, and projects.

  • The accompanying CD-ROM includes all the game assets, HTML resource files, the finished game built throughout the book, and any additional resources needed to complete the exercises in the book.


Review

PART I: AN INTRODUCTION TO UNITY AND DESIGN. 1. Preface. 2. Introduction. 3. Basic Overview of the Unity Engine. 4. Designing Concepts. PART II: BUILDING THE GAME ASSETS. 5. Environments - Setting the Stage. 6. Characters. 7. Props. PART III: ADDING INTERACTIVITY. 8. Instances and Prefabs. 9. Custom Interactions (Scripting) and Input. 10. Physics and Animations. 11. GUI. PART IV: POLISH AND FINISHING TOUCHES. 12. Lights and Shadows. 13. Cameras and other controllers. 14. Particle Systems. 15. Sound and Music. PART V: PUBLISHING AND DISTRIBUTING BUILDS. 16. Making Builds 17. Basic UNITY debugging and Optimization 18. Publishing and Distribution Techniques Appendix.

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What a Joke, at least they said they would give me a refund.
Blake
Why in this day and age is an author providing a book on programming where the examples are only available as a DVD in the print version of the book?
Michael Weingartner
If you have no experience with unity at all, and are looking for something to give you the basics, this isn't a terrible place to start.
M. Lounsbury

Most Helpful Customer Reviews

16 of 16 people found the following review helpful By C. Lee on March 3, 2011
Format: Paperback Verified Purchase
This is a very well-written book on Unity game development. It discusses, in detail, virtually every aspect of Unity interface, gives a good review on Unity Javascript and in some cases C# when the differences between these languages merit attention. The entire book centers around the 3rd person character control, which is missing in other books on Unity. I especially liked the natural & logical flow of discussion from the starting level creation phase to the final stages of optimization and publishing. The number of pages is over 460 rather than 350 and appendices are on the accopanying DVD. The DVD also has useful resources and all the project files in the book. The only thing I don't like about this book is that it is based on Unity 2.x version. Thus, like other books so far published no new aspects introduced in Unity version 3.x are found here, either. Still, the material coverd in this book holds in version 3.x, if some minor modifications are made. Overall, this is a well thought-out book and the price is quite reasonable, so I believe you will get your money's worth.
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8 of 9 people found the following review helpful By mike ferguson on May 30, 2011
Format: Paperback Verified Purchase
Just finished reading this book from front to back. This book is a great introductory book to Unity3d. It walks you through the process of putting a game together from beginning to end. The book spends a large portion of time on coding in the middle. By the time you finish, you will be comfortable using unity's Javascript, but you will still need to study the language much further using the unity documentation or some other source to learn more about all the unity specific functions and classes. It should be noted that you don't need to be a javascript expert to use unity. Unity's implementation is actually a little different from regular javascript anyways. You only need the knowledge of core javascript, not client side. If you know actionscript 3, you're golden as it's basically the same. Knowledge of any basic programming language like java or c++ is all you really need. The book won't show you much of how to make you're own textures and doesn't talk about modeling characters and animation rigging, but I didn't and don't expect it to. It's about the unity3d engine, not modeling.

There are definitely quite a few errors in this book. However, it does not deserve the low ratings it has. I wouldn't hesitate to recommend this book to anyone. It should be noted that on the very last page, the author explicitly acknowledges that there are "intentional" flaws that the author left in the widget game, but doesn't say what they are... Perhaps the people complaining about the errors didn't even read the whole book? Anyways, the author should have pointed out where the mistakes are in the book as she put them in. At a couple points, complete sections of code were missing... and there were plenty of typos.
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10 of 13 people found the following review helpful By Merrie Schonbach on February 4, 2011
Format: Paperback Verified Purchase
Very well written and good book for Unity 3D engine, I recommend adding it to your resource collection. The author goes over 3rd person controls and other controls that the previous books published did not. I recommend it.
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3 of 3 people found the following review helpful By M. Lounsbury on November 18, 2012
Format: Paperback
If you have no experience with Unity, then this is an ok book to get you started. It will lead you through the very basics of how the program works, including things like what objects are, how to use the hierarchy, and other basic functions. It also has the added bonus of coming with an example cd that has things like models with built in animations, allowing you to simply plug them into the game and have them work. This is also its major flaw in my opinion. You can't expect to make a game using only unity. Most people who want to create their own games, and have zero experience with it, will need to know quite a bit of information not covered in this text. Far too much time is spent explaining how to use the landscape creator and place trees in your scene. That space could have been better used for other topics.

Most people who want to make their own game will want to design their own character and other assets. You'd need to use Maya or Max to model the character, to UV the character, to rig the character, and to animate the character. You'd also need to use a program like Photoshop or Mudbox to paint the character. While this may sound like a lot of added text, you'd be surprised by how little instruction it takes to explain these steps. Getting good at them is just a matter of practice. You cant write a book about game development and not include asset creation. For example, my game has a bird. I need to create a bird somehow, and get that bird to flap its wings. I know that I need to do all those things in Maya, and I manage to set up a flapping wing animation. Great, how do I transfer that animation form Maya to Unity? Google it and save yourself $40.
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41 of 60 people found the following review helpful By Michael Weingartner on April 3, 2011
Format: Kindle Edition Verified Purchase
Why in this day and age is an author providing a book on programming where the examples are only available as a DVD in the print version of the book? If you buy the ebook copy, which I did, then there is NO AVAILABLE SITE to download the sample content used throughout the book. This is a shame as the writing and content are otherwise pretty good.

Fix this incredible oversight and I will gladly change my rating. As it stands, an ebook on programming that references samples you can't get deserves a 1 star rating.

[UPDATE]: I have since also bought the physical book just to get the examples. Not my preferred way to get the content but the book is worth the read.

One comment, if you find that a review is not helpful and choose to rate it as not helpful then please add a comment so the reviewer knows what to improve about their input. This way we all benefit. I don't want to waste my time throwing my thoughts on the web if they are not helping someone. While my review is not a detailed treatise on the book's content, it is relevant that an otherwise good teaching aid is severely lacking by not making the examples available online. I don't believe every review needs to be exhaustive to be useful. But that is just my one opinion...
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