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0 of 1 people found the following review helpful
4.0 out of 5 stars Superb start
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...
Published on 25 May 2012 by bishyAnt

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1.0 out of 5 stars Hope followed by despair
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...
Published on 18 Jun 2012 by Ferchar


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1.0 out of 5 stars Hope followed by despair, 18 Jun 2012
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This review is from: Unity iOS Game Development Beginners Guide (Paperback)
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. The screenshots clearly show he is walking. There is some script text but the author doesn't explain where to put it. It's ridiculous ! I thought maybe the books download of chapter 7 would show me how its done but it is just an empty desolate project that bears little resemblance to what your supposed to do. You can't even see the soldier let alone see him animating. This chapter is really about using Mixamo animations except that it explains it poorly and it doesn't work anyway. Head over to Mixamo video tutorials on Unity, they explain it great and it's free. Download their RMCv2 project to do it.

And there i have lost patience with the book. So i have browsed through the remaining chapters. Chapter 8 is on audio.Ch 9 is on menus. Ch 10 is about gameplay scripting but it's about a particle system. What about adding a collider around those rocks we created in chapter 6. That would have been instructive! There's a section on rag dolls numbering a massive 3 pages (2/3rds of them pictures). Excuse me ? Ragdolls ? What about some basic physics instructions first ! Ch 11 is on optimisation. Forget optimisation, there is nothing worth optimising!

Ch 12 is about how to make 'fat loot' from your creation. You will be making no 'fat loot' from this book. You can read the review on Amazon USA for a more detailed description on Ch 12's problems. The book is short at 280 pages and is a paper thin book with very little content worthy of your 31. I think the book has been rushed through probably by the author. Unity (irrespective of which target platform you choose) is primarily driven by scripting. One of the most important points about Unity is to create a script describing some behaviour and then attach it to an object. Well, it's not covered in this book.You can do very little without it and this book has so little scripting info as to be laughable.

I bought Will Goldstone's Unity 3.x GD Essentials and it's a superb book. It teaches you about terrain editor, import assets, adding colliders, checking for collisions and lots and lots on scripting in C# and Javascript. When i got past ch 7 on Will's book my mind was very clear about the workflow required to make a Unity game. Buy Will's book and forget this one, it's drivel.
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0 of 1 people found the following review helpful
4.0 out of 5 stars Superb start, 25 May 2012
This review is from: Unity iOS Game Development Beginners Guide (Paperback)
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
This review is from: Unity iOS Game Development Beginners Guide (Paperback)
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
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This review is from: Unity iOS Game Development Beginners Guide (Paperback)
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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Unity iOS Game Development Beginners Guide
Unity iOS Game Development Beginners Guide by Gregory Pierce (Paperback - 23 Feb 2012)
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