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Customer Review

on 18 June 2012
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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Product Details

2.9 out of 5 stars
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