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Unity iOS Game Development Beginners Guide

Unity iOS Game Development Beginners Guide [Kindle Edition]

Gregory Pierce
3.2 out of 5 stars  See all reviews (4 customer reviews)

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Product Description

Product Description

This step-by-step book guides you through the process of using Unity to create monetized iOS games. It will get you through all the major learning points in a smooth, logical order. Youwill also learn how to avoid some common pitfalls. This book is for developers and designers who want to learn the process of building commercial game applications using Unity. It is intended for novices through to intermediate developers of all types regardless of their skill level with Unity. This book is packed with clear instructions and careful explanations for creating a powerful social networking site using Drupal 7. With each chapter, you add new features and content until your social network is ready to be released to the Internet where it can grow. By the end of this book, you will have a powerful social network which you can either choose to model on the case-study, or create to your own unique design. This book is aimed at anyone looking to create their own social networking website, including: Businesses – building a social network around a product or service can improve your company profile and increase customer loyalty, while an internal social network gives you employees a place to keep resources, discuss ideas, raise concerns, and keep up to date on company policies. Hobbyists – create a community around your hobbies and interests; create a local or distributed user group. Organizations and charities – raise your profile, promote your events, services, and fundraisers, and get help from the community in organizing them. Families – for large families based across the country or across the globe, keep up to date with everyone, and let everyone know what you are up to. You don't need any experience of Drupal or PHP to use this book. If you are a Drupal user you will find this book a great way to rapidly tailor an existing installation into a socially orientated website.

About the Author

Gregory Pierce

Product details

  • Format: Kindle Edition
  • File Size: 4758 KB
  • Print Length: 314 pages
  • Publisher: Packt Publishing (23 Feb 2012)
  • Sold by: Amazon Media EU S.à r.l.
  • Language: English
  • ASIN: B007E6YE1E
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Average Customer Review: 3.2 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: #647,640 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

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Most Helpful Customer Reviews
1.0 out of 5 stars Hope followed by despair 18 Jun 2012
By Ferchar
Format:Paperback|Verified Purchase
This book states "Develop iOS games from concept to cash flow using Unity". That is a very lofty claim for such a short, basic and inadequate book.

The book started off badly in chapter 1 when it states to load chapter 1 project. Err ? There is no chapter 1 project in the files download from the publishers website(there still isn't). Chapter 1 deals with the horrors that is creating a provisioning profile. Having followed the instructions i couldn't get it work. Chapter 2 introduces you to the Unity buttons and windows and gets Unity Remote up and running. Chapter 3 creates an interesting hello world where you can fly through a world containing planet earth using the accelerometer. At this point i nearly wrote the review and to give it 5 stars.I'm glad I didn't because the book fell apart after that.

Chapter 4 clubs together a load of unrelated topics (exporting packages, prefabs,audio and more) where you do nothing but export a few assets as a package and create a red cube prefab. Chapter 5 is a bizarre short chapter on scripting (probably the most important topic for Unity) that has you do nothing but gives these little short snippets of scripts that you have no idea where they belong to or why they are mentioned.

Chapter 6 looked like the book might pick up. We are going to write a game now, Battle Cry! Err, no. We get a story and a screen layout but basically you import an asset of a soldier and locate him on a textured plane with some rocks for company and a light. That's it. Chapter 7 continues on and we are supposed to get a soldier animated using the dual joystick. Except that it the soldier doesn't have any animations . So basically you get a soldier in the T-position awkwardly dragging on the ground as you move the joysticks.
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0 of 1 people found the following review helpful
4.0 out of 5 stars Superb start 25 May 2012
Unity iOS Game Development for Beginners is an excellent platform from which to start developing games for the iOS via Unity. It covers everything from navigation around Unity, building your first app to the iPhone all the way to integrating iAds and In-App purchases to your titles. As it touches on all aspects on development, it doesn't focus in any great deal in one particular area, which is why I'd strongly recommend it as a framework to launch from if learning Unity and iOS development. Superb addition to the library, highly recommended!
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0 of 1 people found the following review helpful
4.0 out of 5 stars Step-by-step from Unity to iOS device 25 April 2012
By Sol_HSA
This book does what the title promises: it walks you through the beginning of iOS game development with Unity.

Most of the book contents are very detailed step-by-step instructions on how to configure various things to get Unity talk to your iOS device and the App Store, as well as using the Unity asset store as well as some other sources for ready material, and several common gotchas and solutions to them.

Assuming reality remains constant and Apple, Unity or some of the other third parties don't change their offerings, the step by step instructions should be more than sufficient to get you up and running in no time.

While the book does cover some basics of Unity and scripting, you probably will want to pick up some other Unity book (such as Unity 3.x Game Development Essentials) for more detail on Unity itself.

What I felt was missing from the book was that it did not cover device differences at all, nor do you get any idea of how complex content the various iOS devices can run. But that you'll probably learn the hard way pretty quickly. Some performance hints are given, as well as an overview of iOS-specific scripting interfaces.

I'd recommend this book for anyone who just wants to get up and running with Unity on iOS without having to figure out the toolchain themselves.
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0 of 1 people found the following review helpful
4.0 out of 5 stars good general guidelines for game design under iOS 5 April 2012
The subtitle on the cover says 'less theory, more results'. Well, the book certainly lives up to that claim. It is goodly suited for a beginner who maybe does not have a deep programming background in any programming language. What struck me immediately about the text was the relatively small amount of C# code snippets provided by Pierce. Instead, he focuses more on the descriptive aspects of the narrative. Here is much of the value of the book. Because it is not actual code, the advice tends to be general purpose. In broadest form, for coding any game in any language. But even when restricted to writing for iOS, the remarks are good guidelines for game design. That are not tied to any specific version of iOS or Unity or C#. It frees the book to be a standard text that can endure over several years, instead of being instantly obsoleted in 2 years, say.

As far as the choice of C# for the programming language, yeah ok. Pierce is correct when he says that it is a short distance from Java and C++, and those 2 are the most popular object oriented languages. Still, it begs the question as to why he did not just opt for one of them. Since C# is from Microsoft, and is their equivalent of Java, but optimised for their operating systems. Well the current book is about programming games for the iOS, which is from Apple, and iOS is, as far as I know, some derivative of Unix. But after C# was released, .Net and hence its attendant C# was ported to OS X (Apple). The Unity scripting engine was written under .Net and does not support Java or C++. Ergo the book talks in C#.

But if we purse the logic one step further back, why was Unity written under .Net? In turn, the text explains that by using the Common Language Infrastructure, Unity can suppose several scripting languages.
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Most Helpful Customer Reviews on (beta) 2.8 out of 5 stars  13 reviews
8 of 9 people found the following review helpful
1.0 out of 5 stars Quite possibly the least informative book I have purchased. 7 April 2012
By C Toussieng - Published on
Format:Kindle Edition|Verified Purchase
This book is unbelievably bad. What specifically? All of it. It takes information which can be easily garnered from the Unity and/or Apple websites, distills it down to a minimally useful amount, then charges you for it.

For instance, the chapter on In-App purchase (which is called out in the books description- therefore one would imagine it would be covered in a useful way) is so poorly written as to be laughable. If you need In-App purchases, certainly do go get the prime31 plugin- and read the documentation and sample code that comes with it- it's 100x better than this book.

I'm hoping you save your money and go read the excellent tutorials and forums at Unity before spending a dime on this. If you must spend $40, go buy a month of video lessons from Digital Tutors- I guarantee you will learn more.
2 of 2 people found the following review helpful
1.0 out of 5 stars Missing crucial sample code for chapter 1 31 Mar 2013
By John Brewer - Published on
Format:Kindle Edition|Verified Purchase
The first thing chapter 1 has you do is open Unity and load and run the "Chapter 1" project. However the "Chapter 1" project is missing from the sample code download from This makes the book essentially useless for me, since the whole reason I bought it was to quickly get up to speed on Unity for iOS.
1.0 out of 5 stars This book is hopelessly out of date and referenced code is unavailable 12 Jun 2014
By JHC - Published on
The author uses many downloadable items to complete his projects. Unfortunately some items are no longer available for download from the sources he quotes. To make matters worse these missing bits are required in the following chapters . He also declines all responsibility for this situation although he wrote a book using these dependencies. As stated by other reviewers the missing download code errata has still not been updated. I believe this book is so far out of date and filled with missing pieces that it should be withdrawn from sale as I informed the publisher. Do not buy unless you enjoy pain and frustration.
1.0 out of 5 stars Completely Useless 23 Dec 2013
By Kevin - Published on
Format:Paperback|Verified Purchase
This book depends upon example code which is to be downloaded from their website. Unfortunately, that code is messed up and is missing Chapter 1. You know, the very chapter you need in order to get started? I opened an account at the Packt publishing website and looked up the book to see if the available code there was more recent from that I had when I purchased the book (they sent me a link to download the code). This is what I see there as of today (12/22/13):

Code Download - 2012-02-23 - 201,767.08 KB
Errata - 1 submitted: last submission 06 Mar 2013

Errata type: Code
The code files for Chapter 1 and 7 will be uploaded soon.

Errata type: Code

The code files for the book are updated.

The book was published in Feb 2012. In March of this year, an errata was posted claiming that Chapters 1 and 7 would be uploaded soon (over a year after release). Now in December 2013, it is still unchanged. I downloaded the code file from there and it's still missing Chapter 1 (actually, there's a folder titled "Chapter 1" which is stuck inside the assets folder for Chapter 3, but Unity does not recognize it, probably due to missing content).

By the way, this is the second copy of the book that I have received. The first copy was mis-made: pages in reverse order, some pages upside down, some in the wrong location, some cut off. I returned it to Amazon and got a replacement that is at least made properly as a book, yet this book is useless without workable example code. You are to follow the instructions in the book on the sample Unity projects. That's how it works. The book cannot teach you anything without the sample code. I highly suspect that the positive reviewers of this book are shills, as how could they use the book without the sample Unity projects?
2.0 out of 5 stars unfortunate 10 Mar 2013
By Michael - Published on
Format:Paperback|Verified Purchase
This book has good things in it but as a beginner book the author sometimes skips a step and now you are trying to figure out how to follow the instructions. Errata for the chapters is also missing and when I tried to go to the support site the zipped file contains nothing. I'm a busy guy and would like to spend my time on how to develop games in unity and not spending on trying to second guess what the author meant. I ended up returning the kindle version.
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