Mastering Unity Scripting, by Alan Thorn
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Mastering Unity Scripting, by Alan Thorn
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About This Book Packed with hands-on tasks and real-world scenarios that will help you apply C# concepts Learn how to work with event-driven programming, regular expressions, customized rendering, AI, and lots more Easy-to-follow structure and language, which will help you understand advanced ideas Who This Book Is For Mastering Unity Scripting is an advanced book intended for students, educators, and professionals familiar with the Unity basics as well as the basics of scripting. Whether you've been using Unity for a short time or are an experienced user, this book has something important and valuable to offer to help you improve your game development workflow. In Detail This book is an easy-to-follow guide that introduces you to advanced tips and techniques to code Unity games in C#. Using practical and hands-on examples across ten comprehensive chapters, you'll learn how C# can be applied creatively to build professional-grade games that sell. You will be able to create impressive Artificial Intelligence for enemy characters, customize camera rendering for postprocess effects, and improve scene management by understanding component-based architecture. In addition, you will have an in-depth look at the .NET classes used to increase program reliability, see how to process datasets such as CSV files, and understand how to run advanced queries on data. By the end of this book, you'll become a powerful Unity developer, equipped with plenty of tools and techniques to quickly and effectively develop merchantable games.
Mastering Unity Scripting, by Alan Thorn- Published on: 2015-06-18
- Released on: 2015-06-18
- Format: Kindle eBook
About the Author
Alan Thorn
Alan Thorn is a London-based game developer, freelance programmer, and author with over 13 years of industry experience. He founded Wax Lyrical Games in 2010, and is the creator of the award-winning game, Baron Wittard: Nemesis of Ragnarok. He is the author of 10 video-training courses and 11 books on game development, including Unity 4 Fundamentals: Get Started at Making Games with Unity, Focal Press, UDK Game Development, and Pro Unity Game Development with C#, Apress. He is also a visiting lecturer on the Game Design & Development Masters Program at the National Film and Television School. Alan has worked as a freelancer on over 500 projects, including games, simulators, kiosks, serious games, and augmented reality software for game studios, museums, and theme parks worldwide. He is currently working on an upcoming adventure game, Mega Bad Code, for desktop computers and mobile devices. Alan enjoys graphics. He is fond of philosophy, yoga, and also likes to walk in the countryside. His e-mail ID is directx_user_interfaces@hotmail.com.
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6 of 6 people found the following review helpful. Good, but parts a little too advanced for me By TooManyHobbies I started reading this book thinking I was getting good at Unity and C#, but after reading a few chapters I quickly realized I was still a babe-in-arms and had so much more to learn. (Quick note: I used to be a full time Java / Oracle Forms programmer, but after switching to careers about 10 years ago I haven't had much opportunity to code anything other than Fortran and awk. I really miss programming which is why I'm trying to learn Unity.)Chapter 1 - Unity C# Refresher was an excellent chapter. It is called a refresher, but I learned a lot of new stuff from it.Chapter 2 - Debugging was also a great chapter. If you are new to programming it is worth buying the book just to read this chapter. It explains a bunch of different debug methods and the pro and cons of each. It explains how Unity and MonoDevelop communicate. It explains how to filter errors and warnings in the Unity Console, how to setup custom debug messages using Debug.Log (and why this is not a good approach to debugging). How the Global Define flag in Unity can be used to compile a code version with or without debug messages depending on how the code is set. It shows how to implement error logging in Unity using IO Stream Writers. It also shows how to setup in-editor debugging within Unity itself. The chapter includes an explanation of the Unity Profiler, but this option requires Unity Pro which I don't have. There is an extensive section on setting Breakpoints and Tracepoints in MonoDevelop which is great for helping you track down run-time errors. This chapter is a gold mine of debugging information.Chapter 3 - With chapter three I started to feel a bit inadequate. The focus of the chapter was the methods available to search for, reference and access objects in a scene. The concepts were easy to understand, but the details were overwhelming. I began to feel like I should put this book away and come back to it after I finished several games of my own design. Maybe if I finish a few original games I would better able to appreciate the problems and solutions being described in the chapter.But I soldiered on and read Chapters 4, 5, & 6. Again I understood the general concepts but the problems and solutions being explained were well beyond my experience.Chapter 7 - This chapter on Artificial Intelligence got me excited when I read that all the concepts explained in previous chapters would be put in action via a Maze Game. (In the previous chapters snippets of code were used to explain the concepts.) The AI chapter went to great lengths to explain artificial Intelligence as it pertained to gaming. The best comment was that AI is not about building a model of the human mind, but instead it is only about creating behaviors that make a character act as we'd expect them to under specific conditions. Very enlightening. Next came the setup of the Unity project, and then these instructions: "Add a first-person controller and the maze mesh to the scene (the mesh is included in the book's companion files) and create some lighting and light mapping to make things look good initially." That was it for the instructions. No hand-holding in this book. Thankfully there was an "Initial Setup" version of the project was provided in the book's downloadable code so I loaded that.But then came the next set of instruction to continue building the game: "Add a new mesh to the level that should act as a teleporter pad or platform when stepped upon. For this example, I used a standard box mesh with a particle system for enhanced effect. Then attach an off-mesh link component to the mesh object. Assign the object's transform to the Start field of the off-mesh link component. Then for the End field, assign the destination transform."Sorry, no can do. Have no idea what an off-mesh link component is, let alone how to assign it. At this point I realized that the book expected a level of expertise that I just didn't have (yet). I decided I need to re-read my intro Unity books and then complete a few basic games of my own. At that point I might be able to appreciate the information packed into this book.So if you have completed at least 2 or 3 Unity games this books will probably be a gold mine of information, but if you are still relatively new to Unity you might want to get a little more experience before attempting something of this sophistication.
3 of 3 people found the following review helpful. It's an ok investment if you want to learn unity scripting By Enmanuel Toribio This is a good unity book, the writing is simple and it has lots and lots of clear examples. My only complaint is that this book starts from the very beginning, assuming you know basically nothing about programming. The book gets good by chapter three, when GameObjects get introduced and then it gets really good in chapter four “Event driven Programming” and then it keeps getting better as it shows more complex things like camera shaking.Overall i’ve found it to be an excelent option if you’re trying to get into unity scripting. If you already know how to program you can skip chapter one.
1 of 1 people found the following review helpful. Here are some of the things I liked about this book… + Contains good information on Unity ... By A. Williams I have mixed feelings about this book. About half way through, I was ready to give it 5 stars. But my opinion changed while reading the 2nd half. It seems as though the author was trying to write a book that beginners and advanced coders could benefit from, and in the process, created one that isn’t ideal for either.Here are some of the things I liked about this book…+ Contains good information on Unity programming concepts like GameObjects, events, integration with Git, etc.+ Debugging section was great (I learned a lot from it)+ Contains good information on improving code quality and efficiency.And here are some of the things that I thought could have been better …- The books states it is an advanced book intended for people already familiar with Unity scripting, yet the 1st 50 pages are a review of basic C# and general OO principles. Those pages do contain some Unity specifics, so readers familiar with C# still need to go through it. I would prefer to separate the generic from the Unity specific, or remove the generic altogether and assume C# as a prerequisite.- The book seemed to change from a “guide” in the first half to more of a “cookbook” in the second half. Latter chapters appear to be a collection of “how tos” for certain things, with explanations not much more than comments about the code.Overall it was still a good read and I learned a lot, so I gave it 3* because there was no 3 1/2 star rating. For anyone wanting to get a good understanding of how Unity animations work, however, the author’s book “Unity Animation Essentials” is a 5* read.
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