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Unity 4.X Cookbook [Paperback]

Matt Smith , Chico Queiroz
3.3 out of 5 stars  See all reviews (6 customer reviews)
Price: 30.99 & FREE Delivery in the UK. Details
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Book Description

14 Jun 2013

Over 100 recipes to spice up your Unity skills

Overview

  • A wide range of topics are covered, ranging in complexity, offering something for every Unity 4 game developer.
  • Every recipe provides step-by-step instructions, followed by an explanation of how it all works, and alternative approaches or refinements.
  • Book developed with the latest version of Unity (4.x).

In Detail

Covering the latest version (Unity 4) of this established game engine, the Unity 4.x Cookbook explores a wide range of 3D, animation, multimedia, and scripting game features.

The power of Unity 4 is demonstrated through the 10 chapters covering many of this game engine’s features.

"Unity 4.x Cookbook" helps you learn how to make the most of the powerful but easy-to-use Unity 4 game engine.

Every Unity game developer is different. Some come from a multimedia background, some are new to game development, and some are transferring from other engines. Whatever your background, with the breadth and depth of topics covered you should find new features and techniques to enhance your next game.

This book offers detailed, easy-to-follow, step-by-step recipes helping you master a wide range of Unity game features.

Chapters are provided focusing on the basics; audio, cameras, images, materials and animations, GUIs, external resources and devices, directional and artificial intelligence character control, and performance optimization.

"Unity 4.x Cookbook" provides a collection of ideas and resources that should offer new and useful techniques for every Unity game developer to enhance their next game.

What you will learn from this book

  • Enhance your character`s animation in real time using Unity`s new Mecanim system
  • Measure and control time, including pausing the game, displaying clocks and countdown timers, and even implementing “bullet time” effects.
  • Work with cameras, images, and the Shuriken practical system, to create mini-maps, control zooming, and depth of field, and switch between cameras.
  • Define materials for reflections, transparency, specular and self-illumination of materials, and cloudy outdoor effects.
  • Use artificial intelligence techniques to make non-player character objects seek, follow, flee each other, or follow a waypoint sequence, and even flock together like a herd of animals.
  • Make your game communicate with Microsoft Kinect cameras, for control of game characters, and even to record your own motion capture.
  • Improve GUIS with real-time radars, custom mouse cursors, analogue and digital clocks, color section dialogs, mouse over material highlighting, graphical power-bars, and a flexible inventory class.
  • Save and load text, XML, or media assets from local or remote sources, and communicate with websites and their databases to create online scoreboards

Approach

Cookbook.

Who this book is written for

From beginners to advanced users, from artists to coders, this book is for you and everyone in your team!

This book is for anyone who wants to explore a wide range of Unity scripting and multimedia features and to find ready to use solutions to many game features. Programmers can explore multimedia features, and multimedia developers can try their hand at scripting..


Frequently Bought Together

Unity 4.X Cookbook + Unity 4.X Game AI Programming + Unity Shaders and Effects Cookbook
Price For All Three: 88.57

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Product details

  • Paperback: 386 pages
  • Publisher: Packt Publishing (14 Jun 2013)
  • Language: English
  • ISBN-10: 1849690421
  • ISBN-13: 978-1849690423
  • Product Dimensions: 23.4 x 19 x 2.8 cm
  • Average Customer Review: 3.3 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Bestsellers Rank: 88,902 in Books (See Top 100 in Books)

More About the Authors

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Product Description

About the Author

Matt Smith

Matt Smith is senior lecturer in computing at the Institute of Technology Blanchardstown, Dublin, Ireland (www.itb.ie). In 1980 (you do the math) Matt started computer programming (on a ZX80) and has been programming ever since. In 1985, Matt wrote the lyrics, and was a member of the band that played (and sang, sorry about that by the way) the music on the B-side of the audio cassette carrying the computer game Confuzion (wikipedia.org/wiki/Confuzion).

Matt holds a bachelor's degree in Business Computing (Huddersfield University, UK), and as that was a bit boring, he went on to get a masters in Artificial Intelligence (Aberdeen University, Scotland), and a PhD in Computational Musicology (Open University, UK). Having run out of money after 10 years as a full-time student, he began his career as a lecturer and academic. He has been lecturing and researching on programming, artificial intelligence, web development, and interactive multimedia for almost 20 years, holding full-time positions at Winchester University and London's Middlesex University, before moving to his present post in Ireland in 2002. In recent years, Matt has replaced Flash-based 2D multimedia with Unity-based 3D game development and interactive virtual environments subjects for his computing and digital media undergraduates.

To keep himself fit, Matt took up the Korean martial art of Taekwon-Do (he developed and runs his club's website at www.maynoothtkd.com), and a group of his BSc students are now developing a Unity-based Taekwon-Do interactive "tutor" with Microsoft Kinect cameras. Some of his previous Irish-French student team games can be found and played at www.saintgermes.com (thanks for continuing to host these, Guillem!). Matt was one of the two technical experts for a recent multimedia European project for language and cultural student work mobility (vocalproject.eu).

Matt is currently struggling to learn Korean (for his Taekwon-Do), and Irish (since his daughter Charlotte attends an Irish-speaking school and he doesn't believe her translations of her teacher's report cards ...). In 2012, he started taking classical piano lessons again (after a 20-year gap), with a view to sitting exams starting May, 2013.

Matt's previous authoring includes contributions to Serious Games and Edutainment Applications, Springer (2011), Musical Imagery, Routledge (2001). He was also lead editor for Music Education: An Artificial Intelligence Approach, Springer (1994), and a technical reviewer for Internet and World Wide Web: How to Program (3rd Edition) by Deitel, Deitel & Goldberg, Prentice Hall (2003).



Chico Queiroz

Chico Queiroz is a multimedia designer from Rio de Janeiro, Brazil. Chico initiated his career back in 2000, soon after graduating in Communications/Advertising (PUC-Rio), working with advergames and webgames using Flash and Director at LocZ Multimedia. Here he contributed to the design and development of games for clients, such as Volkswagen and Parmalat, along with some independent titles.

Chico has a Master's Degree in Digital Game Design (University for the Creative Arts, UK). His final project was exhibited at events and festivals, such as London Serious Games Showcase and FILE. Chico has also published articles for academic conferences and websites, such as gameology.org, gamasutra.com, and gamecareerguide.com.

He curated and organized an exhibition, held at SBGames 2009, which explored connections between video games and art. SBGames is the annual symposium of the Special Commission of Games and Digital Entertainment of the Computing Brazilian Society.

Chico currently works as a Digital Designer at the Computer Graphics Technology Group (TecGraf), within the Pontifical Catholic University of Rio de Janeiro (PUC-Rio), where he, among other responsibilities, uses Unity to develop interactive presentations and concept prototypes for interactive visualization software. He also works as a lecturer at PUC-Rio, teaching undergraduate Design students 3D modeling and Technology/CG for Games, in which Unity is used as the engine for the students' projects.


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

3.3 out of 5 stars
3.3 out of 5 stars
Most Helpful Customer Reviews
10 of 10 people found the following review helpful
By Kostas
Format:Paperback
Having recently finished my first pass on this excellent book I thought I'd post a review for it on Amazon.

I was very surprised and confused by the mediocre rating.

Then I read the existing reviews and the issue became clearer to me. In short people are rating it down as it's thin on explanations and mostly focuses on the code for how to get stuff done.

While I understand how that might be a problem for some, for me it was the BEST property of this book. Far too often you come across books where you just want to get to the practical meaty stuff and instead you have to wade through self explanatory description after description only for your mind to be completely numb by the time you get to what you need (or worse, give up and never get to it!)

So yeah to just give you the important gist (exactly as the author of this book does!) you should

GET THIS BOOK IF

- You have intermediate (or higher) knowledge of C#
- You have messed around with Unity a little bit (and I really mean a little bit, you really don't need to be an expert user like some of the other reviews seem to suggest, just understand the basic objects of gameobjects, components and achieving simple tasks in the Unity editor)
- You are familiar with basic games development concepts, maybe have used another engine in the past and you just need to understand quickly, practically and with real world examples how Unity specifically achieves certain tasks

DO NOT GET THIS BOOK IF

- You have absolutely no prior knowledge of C#
- You don't have any familiarity with very basic Unity concepts
- You have not done ANY games dev in the past and you're looking for your first book to introduce you to the field (this is not it)
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3 of 3 people found the following review helpful
3.0 out of 5 stars A good book, if your looking for a few heads up. 19 July 2013
Format:Paperback
I like this book, its brief, to the point, the author doesn't spend pointless paragraphs driveling on about stuff just to make up the page count. I learned some new things from this one, and isn't that what a book is supposed to do, teach you, to advance you further.
All the code is in C# and thats a big plus with me, the recipes are good, I particularly liked chapters 5 about the mechanim, and chapter 9 which is giving me some heads up about AI. You will need to be able to code in C# if you wish to understand the code as it's not documented, but the author does explain what each recipe and the corresponding code is doing.
Over all I like this book, and will use it as a companion to Unity, it's not meant to teach you Unity, it's meant to solve coding problems you may have.
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1 of 1 people found the following review helpful
3.0 out of 5 stars Not for beginners 18 July 2013
Format:Paperback|Verified Purchase
Contary to the description, this is not a beginners book nor a book to help you learn Unity. It is a collection of techniques and code to do certain things in Unity. Personally, I'm finding it useful, but it should be a supplement, not your only book. The By Example and Beginners Guide books are better suited for a tutorial.
But if you know the basics of Unity, this will be useful...if the sort of thing you want is covered in the contents page.
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