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Unity 3.x Game Development Essentials 2nd ed. Edition
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- ISBN-101849691444
- ISBN-13978-1849691444
- Edition2nd ed.
- PublisherPackt Publishing
- Publication dateDecember 20, 2011
- LanguageEnglish
- Dimensions7.5 x 1.1 x 9.25 inches
- Print length488 pages
Editorial Reviews
About the Author
Will Goldstone
Will Goldstone is a longstanding member of the Unity community and works for Unity Technologies as a Technical Support Associate, handling educational content and developer support. With an MA in Creative Education, and many years experience as a lecturer in higher education, Will wrote the first ever Unity book, the original Unity Game Development Essentials, and also created the first ever video tutorials for the package. Through his sites unity3dstudent.com and learnunity3d.com Will helps to introduce new users to the growing community of developers discovering Unity every day.
Product details
- Publisher : Packt Publishing; 2nd ed. edition (December 20, 2011)
- Language : English
- Paperback : 488 pages
- ISBN-10 : 1849691444
- ISBN-13 : 978-1849691444
- Item Weight : 1.83 pounds
- Dimensions : 7.5 x 1.1 x 9.25 inches
- Best Sellers Rank: #3,511,870 in Books (See Top 100 in Books)
- #797 in C# Programming (Books)
- #1,001 in Video Game Art (Books)
- #1,133 in JavaScript Programming (Books)
- Customer Reviews:
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About the author

Hi everyone! my name is Will and I work for Unity Technologies, the good people that bring you the Unity game engine. I wound up working here as I used to be a university tutor, and I was really interested in videogames and how best to teach young people to make them. Back in the days of Macromedia Director we were teaching how to make shockwave games, and soon realised how painful this was for our students, so switched to using Unity in version 1.5, and my fascination with it as a tool for people who want to become game developers began there.
Since being asked to speak at the company's conference, Unite 2010, I was then interviewed for a position, working on education, developer relations, and other marketing related initiatives. These days I run the Online Content Team, working on the Learn section of the official Unity site, producing demos and working with our engineering team to bring you a better Unity.
I have written two books on Unity to date - Unity Game Development Essentials (2009) and the new edition, a major rewrite, Unity 3.x Game Development Essentials. I hope you enjoy reading them and if you need support, you can get it at unitybook.net. If you have any problems with Unity, feel free to get in touch via will at unity3d dot com.
Outside of Unity related stuff I enjoying playing guitar, bass and drums, and making loud Refused-esque noises.
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The book basically walks you through creating a dirt simple “game”, that you build up throughout the reading. Only the first chapter has a standalone demo to get your feet wet, the rest of the book is all one project. I found this format to work nicely, as you can concentrate on one aspect of the game design during each chapter but feel more accomplished as you built up the game. It covers creating a terrain, setting up a player controller, importing models, creating a GUI, collision detection, basic scripting to trigger events, and basically everything you would need for a simple demo. Although the game you build will not win any awards, it is functional and teaches some fundamental concepts.
What I will say is that the author did a bang-up job with the source code listings. There are tons of code snippets throughout the book and I found only one, yes one, mistake out of the whole thing. And, even then, it was a minor variable misnaming. Nothing major. This was a refreshing surprise, as many programming books are riddled with errors and non-compiling code. Bravo for that.
In general, though, I found this to be a very approachable book, even for a beginner. Of course, development experience doesn’t hurt, but it’s really not required for this text. The author clearly explains everything that is taught in the book and only at the end is some code glossed over (since it was already covered). I also liked how all the code is shown in both C# and Javascript, so the choice of language is up to the reader. Very nice.
The greatest part, I would say, is how far you can go with Unity itself in little time. I read this book in just one week and feel like I have covered more ground than I have with other engines spending *far* more time learning. So that just goes to show how solid the engine is. It’s not so much about the graphics of the engine, as it doesn’t really look any better than anything else out there. However the editor is very functional and very efficient. Especially nice is how you can create references to objects in the editor, greatly simplifying communication between different components. Overall I found it to be a great learning experience.
If you are just starting out with game development then this book is a great resource for learning the Unity engine. If you are already a developer but not familiar with Unity, this is also a great text. Granted, its not a very advanced book, so if you are already using Unity you can probably pass on it. That said, the book was very affordable and well worth the money in my opinion.
However, that experience has mostly not been in game design/development, and it always helps to have a guide for any new tool... just like I also definitely recommend books and tutorials for learning the various art tools you will also need for game development; I use 3DS Max and Blender. No way I could just "jump right in" and start using those, and I wouldn't recommend trying to just jump right in and start using Unity, either.
In that regard, this book is perfect. The language, the pacing, the examples, and the modular method of introducing the tools and workflow by gradually building the different parts of a game = perfect for a novice. Unfortunately, there are some chapters that try to introduce coding/scripting concepts in general; I cannot speak to whether those parts are easy enough to understand for someone who has no programming experience or training. I get the impression they would still be confusing for a complete rookie, whereas to me it just bogged things down; I didn't want to skip entire segments, because I still wanted to know specifically how the scripting workflow works... but being beat over the head with bare-basics in the process made it very slow-going, and I ended up trying to skim as much as possible to just grab the bits I needed (basically, I looked for the code boxes and ignored the analysis/explanation of it all)
That is my only complaint, but it's a small one -- might be very useful to someone who has never coded, but I have a feeling the basic concepts of scripting and programming in general will be quite a brain-teaser to someone who knows nothing about it... maybe not. I guess it depends on how well your brain grasps the logic and systematic nature of coding.
But if you really want to jump headfirst into Unity as quickly as possible, BUY THIS BOOK* Then you can supplement it with some others (I bought "3.x Game Development By Example" as well, and it's also good and very similar, but this one is better laid-out and more thorough in its ability to give you an underlying grasp of the workflow and functionality.)
* Unity 4.x is different than 3.x, and has some significant changes. However, most of the changes in the interface and workflow are pretty minor -- I was able to figure things out well enough, other than the fact that Particles are done pretty differently now...
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The cool thing about Will's book is that it introduces most of the essential features of Unity, so if you work through it all, you will have some idea about how scripts, components, particle effects, animations etc. work in Unity, and how it all fits together. The book tells you how to build a game and deploy it on the web, so from starting with no knowledge of scripting I was able to have the tutorial game up and running within a week or two. This is a big confidence boost and by the end you'll be itching to start your own projects.
It is also excellent the way Will has provided a supporting website and patches over things which have been changed since the publication of the book, such as the particle system: for this he provides a short video explaining how to follow that part of the book with the new system. He also addresses errata and readers can post a question if they get stuck with something. Brilliant.
My only criticism is this: Although the book covers enough scripting for a text aimed mainly at beginners, unfortunately I am finding it does not have much lasting value as a reference. The way the scripts are described piece by piece over several pages makes it hard to quickly go back and see how something was done. Perhaps an appendix with the full commented scripts would have been useful, but to be honest it is probably beyond the scope of the book.
Overall, I would not hesitate to recommend this book for anyone taking their first steps in Unity, though hopefully in the future we will see another book which is more of a scripting reference and covers some more advanced aspects of scripting.
The author allows the reader to choose a coding language from the start (Either C# or Javascript) but also gives the code in both languages so the reader can compare the two and decide for themselves. It is informative, easy to read and easy to implement the tutorials.
It's all you need from a book to get your games development career started!
My one drawback is that it would have been better for the reader to include the full Unity documentation (classes/methods etc) as a PDF/.doc file within the Book assets download rather than having to search it on the net.
Das Programm an sich ist relativ einfach, bietet aber viele und verschiedene Möglichkeiten und Werkzeuge, die Einsteiger leicht überfordern können. An dieser Stelle kommt das Buch ins Spiel, zu dem es im Markt auch nur wenige Alternativen gibt.
In leicht verständlichem Englisch geschrieben, basiert das Buch auf der Version 3.x von Unity (seit kurzem gibt es Unity in der Version 4. Ich habe aber keine großen Unterschiede feststellen können, von daher kann das Buch weiterhin genutzt werden). Es untergliedert sich in mehrere Teile, wobei anfangs die Grundlagen – jeweils mit praktischen Übungen verbunden - vorgestellt werden und anschließend gemeinsam mit dem Leser ein Spiel in allen seinen Einzelschritten erstellt wird. Das Buch versucht dabei, sowohl die Unity-Tools als auch die Programmierseite in C# und Java zu erklären.
Die Einführung und die erste Übung haben mir sehr gefallen. Man lernt schnell die grundlegende Logik von Unity, was mich sehr motiviert hat.
Was mir dagegen nicht gefällt ist, dass sich das Buch dann vor Allem auf das Spiel konzentriert, verbunden mit jeweils zu langen Erklärungen mehrerer Varianten desselben Inhalts. Dem ständigen Wechsel zwischen C# und Java konnte ich bald nur noch schwer folgen - deswegen habe ich das Buch irgendwann zur Seite gelegt und begonnen, andere Spiele im Selbststudium zu programmieren.
Das vorletzte Kapitel finde ich dagegen wieder sehr hilfreich, da allgemeine Tipps gegeben werden, wie man Unity-Spiele für verschiedene Plattformen (Web-basiert, standalone auf Mac oder PC oder auch als OSX-App) erstellt.
Einerseits hat mir das Buch also geholfen, das Programm und seine Begriffe zu verstehen. Andererseits hätte ich nicht viel gelernt, wenn ich nur das vorgestellte Spiel nachprogrammiert hätte. Ich bereue es daher nicht, dass das Buch gekauft zu haben. Uneingeschränkt empfehlen kann ich es aber nicht.