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Learning C# Programming with Unity 3D 1st Edition
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Designed to give you enough familiarity in a programming language to be immediately productive, Learning C# Programming with Unity 3D provides the basics of programming and brings you quickly up to speed. Organized into easy-to-follow lessons, the book covers how C# is used to make a game in Unity3D. After reading this book, you will be armed with the knowledge required to feel confident in learning more. You’ll have what it takes to at least look at code without your head spinning.
Writing a massive multiplayer online role-playing game is quite hard, of course, but learning how to write a simple behavior isn’t. Like drawing, you start off with the basics such as spheres and cubes. After plenty of practice, you’ll be able to create a real work of art. This applies to writing code―you start off with basic calculations, then move on to the logic that drives a complex game. By the end of this book, you will have the skills to be a capable programmer, or at least know what is involved with how to read and write code.
Although you could go online and find videos and tutorials, there is a distinct advantage when it comes to learning things in order and in one place. Most online tutorials for C# are scattered, disordered, and incohesive. It’s difficult to find a good starting point, and even more difficult to find a continuous list of tutorials to bring you to any clear understanding of the C# programming language. This book not only gives you a strong foundation, but puts you on the path to game development.
- ISBN-101466586524
- ISBN-13978-1466586529
- Edition1st
- PublisherRoutledge
- Publication dateSeptember 12, 2014
- LanguageEnglish
- Dimensions7 x 1.56 x 10 inches
- Print length690 pages
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Product details
- Publisher : Routledge; 1st edition (September 12, 2014)
- Language : English
- Paperback : 690 pages
- ISBN-10 : 1466586524
- ISBN-13 : 978-1466586529
- Item Weight : 2.7 pounds
- Dimensions : 7 x 1.56 x 10 inches
- Best Sellers Rank: #2,096,613 in Books (See Top 100 in Books)
- #151 in 3D Graphic Design
- #1,288 in Game Programming
- #3,211 in Introductory & Beginning Programming
- Customer Reviews:
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Reviewed in the United States on August 24, 2015
It's a book but it beats a youtube video that feeds you a script that works but gives you know idea why. It's an older book but it's all still relevant info. Thanks Alex Okita.
It's a good book.
As other reviewers have mentioned, the Unity content is minimal and useless. Unity is used as a mask to provide a selling point to this book.
Save yourself the headache and find a simple reference website which will have the same stuff without all that cumbersome explanation. Plus it's searchable. Don't be baited!
Top reviews from other countries
Now, there is nothing wrong with having a complete set of project files, or the final versions of code/script files for those who want to compare end results. However, the 'norm' or best practice (I would argue) is to encourage readers to have a go at writing as much code by themselves, including creating the C# files and naming them. Instead the author makes reference to existing scripts which when opened are full of completed code, which does not incentivize the need for you to type your own scripts (i.e. what coding is all about). But even if you created such scripts by yourself from scratch, you will often be frustrated because each scripts is linked to one or more game objects but he does not explain which script you will need to attach to which game object (by drag and drop). Without properly linking to the scripts to specific Unity game objects, it is just another C# tutorial book, and not a fantastic one even. Although, I give credit for the excellent coverage of C# language and programming in general in Chapter 1.
Anyway, I find it surprising that even though the book is about the scripting aspects of Unity3D, the author has not bothered to explain some basics of Unity IDE to get someone going. For a book that is over 600 pages, a mere sub-section (2.3) is grossly inadequate because without understanding Unity properly, all the coding you do is a means to an unclear end. At least a chapter could be allocated to this aspect. Fundamental things (like what happens in the background when you drag a C# script file to an object in either the hierarchy or the inspector) are very essential to making your code work - and making meaningful games. There should be explanation on things like WHY we attach a 'Player' class/script to camera objects, etc. In other words, there is too little about the Unity IDE itself at the expense of general C# coding practices. Also, the author does not 'encourage' you to actually type the various bits of code, because he regularly says things like "I've added the following code to Update() function...". In other words, he usually sounds like he is explaining why the code found in completed sample scripts (and pages of the book) are there, but instead, he ought to TELL you specifically exactly what you need to type, where, when and why. You are often not sure whether you are supposed to 'read or review' a particular code block or actually type some or all of it. The author could do better in taking your hands and guiding you each step of the way.
Overall, I believe the book was conceived with very good intentions to teach C# via the Unity IDE, but the sheer number of typos, inconsistencies in how the code examples build up towards a logical end; the lack of clarity of when/what you should type; as well as lack of helpful 'starting point' exercise files means it falls short in many regards. The book should be thoroughly, nay, massively revised if at all a second edition is planned. You cannot expect to teach/learn C# for Unity Designers (beginners) when a lot of the coding aspect is problematic to follow in either the book vs. the sample scripts. Intermediate or expert programmers could probably figure their way out around the problems but the title and content suggest it was written for beginners in Unity coding. In the end, I had to abandon the book three-quarter way because of the multiple issues.
I can understand why another reviewer (Stuart Lee) is returning the book. I will keep my copy for sheer amusement and as an example of how NOT to write a programming book. Besides, even if I wanted to return it, I have over-annotated the text, typos and inconsistencies to the extent that it is already a low value second-hand value book already, even though I had it for just 7 days.
I had next to no experience with programming when I bought this book (I knew what variables were and the concept of functions and basic math calculations that I learnt in BASIC and Pascal almost 20 years ago in school).
I am only a 1/4 of the way through the book and cannot believe how much coding I have been doing in Unity. I purchased this book as I have always wanted to make some small 2D games and I just found unity so figured I would try this book out as it was geared to both.
I have been recreating old games like super Mario bros and tetris in Unity already thanks to this book, I feel very confident being able to find solutions to my own problems as well since this book does a very good job of explaining how everything works, the first few chapters seem like a lot of explanation without too much code but it is for a good reason.
The book also teaches the very basics of the Unity interface so you will want to also get a book about using Unity itself to go along side this book.
I highly recommend this book to anyone wanting to get in to game programming in unity.


