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Beginning 3D Game Development with Unity: All-in-One, Multi-Platform Game Development
 
 
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Beginning 3D Game Development with Unity: All-in-One, Multi-Platform Game Development [Paperback]

Sue Blackman
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Product details

  • Paperback: 970 pages
  • Publisher: APRESS ACADEMIC (6 Jun 2011)
  • Language English
  • ISBN-10: 1430234229
  • ISBN-13: 978-1430234227
  • Product Dimensions: 23.4 x 18.8 x 5.1 cm
  • Average Customer Review: 3.3 out of 5 stars  See all reviews (3 customer reviews)
  • Amazon Bestsellers Rank: 291,980 in Books (See Top 100 in Books)

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Sue Blackman
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Product Description

Product Description

Beginning 3D Game Development with Unity is perfect for those who would like to come to grips with programming Unity. You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. On the other hand, you may just want to familiarize yourself with programming games and the latest ideas in game production.

This book introduces key game production concepts in an artist-friendly way, and rapidly teaches the basic scripting skills you'll need with Unity. It goes on to show how you, as an independent game artist, can create casual interactive adventure games in the style of Telltale's Tales of Monkey Island, while also giving you a firm foundation in game logic and design.

  • The first part of the book explains the logic involved in game interaction, and soon has you creating game assets through simple examples that you can build upon and gradually expand.
  • In the second part, you'll build the foundations of a point-and-click style first-person adventure game—including reusable state management scripts, load/save functionality, a robust inventory system, and a bonus feature: a dynamically configured maze and mini-map.
  • With the help of the provided 2D and 3D content, you'll learn to evaluate and deal with challenges in bite-sized pieces as the project progresses, gaining valuable problem-solving skills in interactive design.
By the end of the book, you will be able to actively use the Unity 3D game engine, having learned the necessary workflows to utilize your own assets. You will also have an assortment of reusable scripts and art assets with which to build future games.

What you’ll learn

  • How to build interactive games that work on a variety of platforms
  • Take the tour around Unity user interface fundamentals, scripting and more
  • Create a test environment and gain control over functionality, cursor control, action objects, state management, object metadata, message text and more
  • What is inventory logic and how to manage it
  • How to handle 3D object visibility, effects and other special cases
  • How to handle variety of menus and levels in your games development
  • How to handle characters, scrollers, and more
  • How to create or integrate a story/walkthrough

Who this book is for

Students or artists familiar with tools such as 3ds Max or Maya who want to create games for mobile platforms, computers, or consoles, but with little or no experience in scripting or the logic behind games development.

Table of Contents

  1. Exploring the Genre
  2. Unity UI—Basics and Getting Started
  3. Scripting—Getting your Feet Wet
  4. Terrain Generation—Creating a Test Environment
  5. Navigation and Introduction to Functionality
  6. Cursor Control
  7. Action Objects
  8. Managing State
  9. Object Metadata
  10. Message Text
  11. Inventory Logic
  12. Managing the Inventory
  13. Finishing the Basic Functionality
  14. Getting Down to the Game
  15. Maze and Final Sequence
  16. Menus and Levels
  17. Beyond the Basics
  18. Appendix A: Shader Graphs
  19. Appendix B: Keyboard Key Names
  20. Appendix C: Final Sequence Outline

Inside This Book (Learn More)
Browse Sample Pages
Front Cover | Copyright | Table of Contents | Excerpt | Index
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Customer Reviews

Most Helpful Customer Reviews
5 of 5 people found the following review helpful
Format:Paperback
Of all the computer books that I have read, this is the 1st that prompt me to write a 1star review.

1.Lacking or essentially lacking a lot of essential topics, such as character animation/customization(the game in this book doesn't even have a single character nor enemies nor even an animal in it), rigidbody, realistic physic system, particle system to create special effect like realistic fire/water/explosion etc. and many unity effects such as clothing. Most of these are present in almost every modern games.

2.contains ridiculously little information for a book this thick. This book included a lot of unseless pictures, and just waste a lot of pages asking you to click this and click that like an idiot, rather than explaining the reasons. (e.g. the author ask you to "save the script"+"click play" for like a few thousand times within this book after each small change, and with all the blank lines in between "save the scirpt" and "click play" etc. accounted for the thickness of this book. I bet even the most idiotic person in the world would understand the need to "save" and "click play" automatically after the hundred time that the author wrote that down explicitly)

3.The author just expect you to copy and paste a lot of code into your game, and didn't even borthered to try to explain them, nor expect you to understand, which severely limited your ability to add your own functionality into the code.

4.Doesn't care much about efficency of performance, nor give you enough guidance to optimise your game, such as not telling you the significant performance difference, of e.g. changing the size of a mesh within other 3d modelling software, or within the importer, or the scaling option.

5.No suggested reading at all, not even one. a few suggested books/reading/webpage on each topics, and on all the topics that this book left out, should be included in every textbook like this to help readers interested in a specific topic.

6.Ridiculous download time for the companion file. At the time of writing, you are expected to maintain like 25-30hours of stable, uninterrupted, continuous internet connection to download it, with its slow download speed, and without an ability to resume download once the download is interrupted.

7. Printing quality is not so good.

I know that this is a beginner books and couldn't possibly include all the topics, but this book didn't even borthered offer a way to get you started, and many topics that are left out should be included in a beginner text anyway.
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By Anthony
Format:Paperback
This is a really easy to follow book, and I found the chapters to be well laid out for future referance. Unity is easy to learn but its difficult to find a starting point or a direction to move in. This book provides allmost a tour of the Engine/Tool features and then explains how to use each of them in addition to providing a longer term project.

The book is really nicely written and easy to read, I found I could even cover what the book was talking about without needing to be chained to the Unity interface.

My only issue with the book is that it was very heavily aimed at artists, while it did cover much of the scripting side, I would have liked a bit more code examples and a bit less detail in how to use the terrain tools which I found to be fairly intuitive anyway. That been said the first chapter of the book does explain that the book is mainly for artists, and the referance material for the scripting is openly available online and is absolutely excellent.
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1 of 3 people found the following review helpful
Format:Paperback
This book is brilliantly written in a very accessible style. The detail the author goes into is amazing. Unlike most other books she delves into developing a large game project and what that entails. If you are serious about doing a decent sized game this is definitely the book for you. If I could I would have given it six stars it is that good. I have a large number of game programming books so I can judge a good book when I see one and only very rarely does a book of this quality come along.
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