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Learning C# Programming with Unity 3D Paperback – 12 Sept. 2014
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Designed to give you enough familiarity in a programming language to be immediately productive, Learning C# Programming with Unity 3D provides the basics of programming and brings you quickly up to speed. Organized into easy-to-follow lessons, the book covers how C# is used to make a game in Unity3D. After reading this book, you will be armed with the knowledge required to feel confident in learning more. You’ll have what it takes to at least look at code without your head spinning.
Writing a massive multiplayer online role-playing game is quite hard, of course, but learning how to write a simple behavior isn’t. Like drawing, you start off with the basics such as spheres and cubes. After plenty of practice, you’ll be able to create a real work of art. This applies to writing code―you start off with basic calculations, then move on to the logic that drives a complex game. By the end of this book, you will have the skills to be a capable programmer, or at least know what is involved with how to read and write code.
Although you could go online and find videos and tutorials, there is a distinct advantage when it comes to learning things in order and in one place. Most online tutorials for C# are scattered, disordered, and incohesive. It’s difficult to find a good starting point, and even more difficult to find a continuous list of tutorials to bring you to any clear understanding of the C# programming language. This book not only gives you a strong foundation, but puts you on the path to game development.
- ISBN-101466586524
- ISBN-13978-1466586529
- Edition1st
- PublisherRoutledge
- Publication date12 Sept. 2014
- LanguageEnglish
- Dimensions17.78 x 3.96 x 25.4 cm
- Print length690 pages
Product details
- Publisher : Routledge; 1st edition (12 Sept. 2014)
- Language : English
- Paperback : 690 pages
- ISBN-10 : 1466586524
- ISBN-13 : 978-1466586529
- Dimensions : 17.78 x 3.96 x 25.4 cm
- Best Sellers Rank: 1,721,793 in Books (See Top 100 in Books)
- 777 in 3-D Graphics Software
- 825 in Design Pattern Programming
- 931 in Microsoft Windows Programming
- Customer reviews:
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Now, there is nothing wrong with having a complete set of project files, or the final versions of code/script files for those who want to compare end results. However, the 'norm' or best practice (I would argue) is to encourage readers to have a go at writing as much code by themselves, including creating the C# files and naming them. Instead the author makes reference to existing scripts which when opened are full of completed code, which does not incentivize the need for you to type your own scripts (i.e. what coding is all about). But even if you created such scripts by yourself from scratch, you will often be frustrated because each scripts is linked to one or more game objects but he does not explain which script you will need to attach to which game object (by drag and drop). Without properly linking to the scripts to specific Unity game objects, it is just another C# tutorial book, and not a fantastic one even. Although, I give credit for the excellent coverage of C# language and programming in general in Chapter 1.
Anyway, I find it surprising that even though the book is about the scripting aspects of Unity3D, the author has not bothered to explain some basics of Unity IDE to get someone going. For a book that is over 600 pages, a mere sub-section (2.3) is grossly inadequate because without understanding Unity properly, all the coding you do is a means to an unclear end. At least a chapter could be allocated to this aspect. Fundamental things (like what happens in the background when you drag a C# script file to an object in either the hierarchy or the inspector) are very essential to making your code work - and making meaningful games. There should be explanation on things like WHY we attach a 'Player' class/script to camera objects, etc. In other words, there is too little about the Unity IDE itself at the expense of general C# coding practices. Also, the author does not 'encourage' you to actually type the various bits of code, because he regularly says things like "I've added the following code to Update() function...". In other words, he usually sounds like he is explaining why the code found in completed sample scripts (and pages of the book) are there, but instead, he ought to TELL you specifically exactly what you need to type, where, when and why. You are often not sure whether you are supposed to 'read or review' a particular code block or actually type some or all of it. The author could do better in taking your hands and guiding you each step of the way.
Overall, I believe the book was conceived with very good intentions to teach C# via the Unity IDE, but the sheer number of typos, inconsistencies in how the code examples build up towards a logical end; the lack of clarity of when/what you should type; as well as lack of helpful 'starting point' exercise files means it falls short in many regards. The book should be thoroughly, nay, massively revised if at all a second edition is planned. You cannot expect to teach/learn C# for Unity Designers (beginners) when a lot of the coding aspect is problematic to follow in either the book vs. the sample scripts. Intermediate or expert programmers could probably figure their way out around the problems but the title and content suggest it was written for beginners in Unity coding. In the end, I had to abandon the book three-quarter way because of the multiple issues.
I can understand why another reviewer (Stuart Lee) is returning the book. I will keep my copy for sheer amusement and as an example of how NOT to write a programming book. Besides, even if I wanted to return it, I have over-annotated the text, typos and inconsistencies to the extent that it is already a low value second-hand value book already, even though I had it for just 7 days.
EDIT - Changed my rating to 1 star as I'm returning the book. I've wasted 2 weeks with it now, it's horribly written, full of errors and poorly explained examples. Very dissapointing.
******
I haven't got very far with this book yet (pg. 148 as of writing this) but already it's absolutely full of grammatical errors and sentences that make no sense. I'm surprised that a book that is trying to teach something as precise as a programming language is so poorly written and full of inaccuracies.
The programming side is probably correct (even though several of the example projects so far have had things missing or code that didn't work) but it's a lot harder to learn when I'm also trying to make sense of the writing.
Example:
"Unlike how numbers are commonly used in written English, in code, no commas are used: "1,234" for example, should be written "1234." Commas are special characters in C#, so the computer will look at 1234 as a 1 followed by a different number 234."
The whole point of that paragraph was the comma... which is missing in the example at the end explaining how it works, so the example in the 2nd sentence is the exact opposite of how it actually works.
It's not the end of the world, we can see the mistake and correct it ourselves, but the point is that a book like this shouldn't be full of dozens of mistakes and inaccurate information.
From the half dozen C#/Unity books I've found and read, this is the best so far. It's much deeper than other comparative titles and this is what makes it a 5 star review.
You will frequently learn about "why" things are done a certain way, there's a lot of consideration for efficiency and working in teams which other books I've read tend to ignore. You'll learn much of the history and computer science behind it all and even a light understanding of what's going on in the hardware. If you ever want to be more than a novice, then this is all stuff you'll want to get a handle on.
As mentioned in other reviews there is some verbose writing, a handful of confusing sentences and it has an unusual style. You'll be reading a few pages only to conclude that what you've just learned is an approach best avoided!
I wasn't a fan of this overall but it did seem very effective at forcing information in to the brain. When alarm bells ring whilst reading these sections you do get a good deal of satisfaction realising how much you now understand by being able to foresee a problem brewing. It felt like Karate Kid's Mr Miyagi was teaching me programming! :)