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Unity 4.x Cookbook [Englisch] [Taschenbuch]

Matt Smith , Chico Queiroz
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14. Juni 2013

Maximize the potential of Unity 4 with this wide-ranging book. Your games will look better, play more realistically, and communicate with more devices through applying these fully explanatory recipes.


  • A wide range of topics are covered, ranging in complexity, offering something for every Unity 4 game developer.
  • Every recipe provides step-by-step instructions, followed by an explanation of how it all works, and alternative approaches or refinements.
  • Book developed with the latest version of Unity (4.x).

In Detail

Covering the latest version (Unity 4) of this established game engine, the Unity 4.x Cookbook explores a wide range of 3D, animation, multimedia, and scripting game features.

The power of Unity 4 is demonstrated through the 10 chapters covering many of this game engine’s features.

"Unity 4.x Cookbook" helps you learn how to make the most of the powerful but easy-to-use Unity 4 game engine.

Every Unity game developer is different. Some come from a multimedia background, some are new to game development, and some are transferring from other engines. Whatever your background, with the breadth and depth of topics covered you should find new features and techniques to enhance your next game.

This book offers detailed, easy-to-follow, step-by-step recipes helping you master a wide range of Unity game features.

Chapters are provided focusing on the basics; audio, cameras, images, materials and animations, GUIs, external resources and devices, directional and artificial intelligence character control, and performance optimization.

"Unity 4.x Cookbook" provides a collection of ideas and resources that should offer new and useful techniques for every Unity game developer to enhance their next game.

What you will learn from this book

  • Enhance your character`s animation in real time using Unity`s new Mecanim system
  • Measure and control time, including pausing the game, displaying clocks and countdown timers, and even implementing “bullet time” effects.
  • Work with cameras, images, and the Shuriken practical system, to create mini-maps, control zooming, and depth of field, and switch between cameras.
  • Define materials for reflections, transparency, specular and self-illumination of materials, and cloudy outdoor effects.
  • Use artificial intelligence techniques to make non-player character objects seek, follow, flee each other, or follow a waypoint sequence, and even flock together like a herd of animals.
  • Make your game communicate with Microsoft Kinect cameras, for control of game characters, and even to record your own motion capture.
  • Improve GUIS with real-time radars, custom mouse cursors, analogue and digital clocks, color section dialogs, mouse over material highlighting, graphical power-bars, and a flexible inventory class.
  • Save and load text, XML, or media assets from local or remote sources, and communicate with websites and their databases to create online scoreboards



Who this book is written for

From beginners to advanced users, from artists to coders, this book is for you and everyone in your team!

This book is for anyone who wants to explore a wide range of Unity scripting and multimedia features and to find ready to use solutions to many game features. Programmers can explore multimedia features, and multimedia developers can try their hand at scripting..

Wird oft zusammen gekauft

Unity 4.x Cookbook + Unity 4.x Game AI Programming + Beginning 3D Game Development with Unity 4: All-in-one, Multi-Platform Game Development (Technology in Action)
Preis für alle drei: EUR 114,24

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  • Taschenbuch: 386 Seiten
  • Verlag: Packt Publishing (14. Juni 2013)
  • Sprache: Englisch
  • ISBN-10: 1849690421
  • ISBN-13: 978-1849690423
  • Größe und/oder Gewicht: 23,4 x 19 x 2,8 cm
  • Durchschnittliche Kundenbewertung: 4.0 von 5 Sternen  Alle Rezensionen anzeigen (2 Kundenrezensionen)
  • Amazon Bestseller-Rang: Nr. 139.722 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)

Mehr über die Autoren

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Über den Autor und weitere Mitwirkende

Matt Smith

Matt Smith is senior lecturer in computing at the Institute of Technology Blanchardstown, Dublin, Ireland (www.itb.ie). In 1980 (you do the math) Matt started computer programming (on a ZX80) and has been programming ever since. In 1985, Matt wrote the lyrics, and was a member of the band that played (and sang, sorry about that by the way) the music on the B-side of the audio cassette carrying the computer game Confuzion (wikipedia.org/wiki/Confuzion).

Matt holds a bachelor's degree in Business Computing (Huddersfield University, UK), and as that was a bit boring, he went on to get a masters in Artificial Intelligence (Aberdeen University, Scotland), and a PhD in Computational Musicology (Open University, UK). Having run out of money after 10 years as a full-time student, he began his career as a lecturer and academic. He has been lecturing and researching on programming, artificial intelligence, web development, and interactive multimedia for almost 20 years, holding full-time positions at Winchester University and London's Middlesex University, before moving to his present post in Ireland in 2002. In recent years, Matt has replaced Flash-based 2D multimedia with Unity-based 3D game development and interactive virtual environments subjects for his computing and digital media undergraduates.

To keep himself fit, Matt took up the Korean martial art of Taekwon-Do (he developed and runs his club's website at www.maynoothtkd.com), and a group of his BSc students are now developing a Unity-based Taekwon-Do interactive "tutor" with Microsoft Kinect cameras. Some of his previous Irish-French student team games can be found and played at www.saintgermes.com (thanks for continuing to host these, Guillem!). Matt was one of the two technical experts for a recent multimedia European project for language and cultural student work mobility (vocalproject.eu).

Matt is currently struggling to learn Korean (for his Taekwon-Do), and Irish (since his daughter Charlotte attends an Irish-speaking school and he doesn't believe her translations of her teacher's report cards ...). In 2012, he started taking classical piano lessons again (after a 20-year gap), with a view to sitting exams starting May, 2013.

Matt's previous authoring includes contributions to Serious Games and Edutainment Applications, Springer (2011), Musical Imagery, Routledge (2001). He was also lead editor for Music Education: An Artificial Intelligence Approach, Springer (1994), and a technical reviewer for Internet and World Wide Web: How to Program (3rd Edition) by Deitel, Deitel & Goldberg, Prentice Hall (2003).

Chico Queiroz

Chico Queiroz is a multimedia designer from Rio de Janeiro, Brazil. Chico initiated his career back in 2000, soon after graduating in Communications/Advertising (PUC-Rio), working with advergames and webgames using Flash and Director at LocZ Multimedia. Here he contributed to the design and development of games for clients, such as Volkswagen and Parmalat, along with some independent titles.

Chico has a Master's Degree in Digital Game Design (University for the Creative Arts, UK). His final project was exhibited at events and festivals, such as London Serious Games Showcase and FILE. Chico has also published articles for academic conferences and websites, such as gameology.org, gamasutra.com, and gamecareerguide.com.

He curated and organized an exhibition, held at SBGames 2009, which explored connections between video games and art. SBGames is the annual symposium of the Special Commission of Games and Digital Entertainment of the Computing Brazilian Society.

Chico currently works as a Digital Designer at the Computer Graphics Technology Group (TecGraf), within the Pontifical Catholic University of Rio de Janeiro (PUC-Rio), where he, among other responsibilities, uses Unity to develop interactive presentations and concept prototypes for interactive visualization software. He also works as a lecturer at PUC-Rio, teaching undergraduate Design students 3D modeling and Technology/CG for Games, in which Unity is used as the engine for the students' projects.

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In diesem Buch (Mehr dazu)
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Buchdeckel | Copyright | Inhaltsverzeichnis | Auszug | Stichwortverzeichnis | Rückseite
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Die hilfreichsten Kundenrezensionen
3.0 von 5 Sternen Ganz gutes Buch ohne wirklichen Mehrwert 2. Januar 2014
Ich habe das Buch nun seit einem Monat und finde es im Großen und Ganzen ganz okay. Die Snippets die der Autor zur Verfügung stellt sind leicht verständlichen,
oft mangelt es aber an weitergehenden Erklärungen, die den Hintergrund einer Implementierung erklären. Die Inhalte, die das Buch zur Verfügung stellt, sind ohne
weiteres auch im Internet zu finden. Der Vorteil ist jedoch, dass der Autor fertige Projekte zur Verfügung stellt und man über das Inhaltsverzeichnis schnell Hilfe
zum jeweiligen Thema findet.

Im Folgenden habe ich mal die Punkte zusammengefasst, die mich an dem Buch stören und zu meiner Bewertung führen:

- Es werden lediglich Code-Ausschnitte gezeigt, deren Hintergründe und Alternativen werden nicht diskutiert.
- Es handelt sich weitestgehend um SEHR einfache Beispiele (z.B. "Darstellen einer digitalen Uhr" oder "Installation von Unity")
- Wirklich wichtige Beispiele werden nicht behandelt (Spielersteuerung, Laden und Speichern, ...)
- Beispiele überschneiden sich oft (Besonders im Bereich "GUI")
- Quelltexte sind mitunter grausam formatiert (z.B. Zeile nicht ordentlich umgebrochen)

Vielleicht liefern die Autoren in der nächsten Auflage noch einige Beispiele nach, dann könnte das Unity Cookbook zu einer
Art Referenzwerk werden. So ist es allerdings nur ein Nachschlagewerk, dass ein wenig zum Experimentieren mit der Engine einlädt.
War diese Rezension für Sie hilfreich?
0 von 4 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Unity 4.x Cookbook 11. September 2013
Von Perbak
Format:Kindle Edition
deleted. - another book was commented. sorry.
I have not read this one. And i can not say something about it.
War diese Rezension für Sie hilfreich?
Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)
Amazon.com: 3.7 von 5 Sternen  13 Rezensionen
8 von 8 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Overall it is a good book 13. Juli 2013
Von Archania - Veröffentlicht auf Amazon.com
I bought this book and two others from Packt when they had their sale. Overall this book gives you a very good base on many of the topics that you might commonly use. The Mecanim chapter which is Chapter 5 gives you a very good base understanding of several of the topics but also you have to know that Mecanim is a complete system by itself and would take a complete book to understand the many different aspects of what it can do. I did have a question about using "in-place" animations instead of root motion and the author did respond back with a complete example. That means a lot that the author really does care about their product.
The chapters are separated to easily find topics that would interest you. And no you can't find some of these things on YouTube - especially the Mecanim topic. I tried.
So if you want a easy quick reference to common things that people ask so many times in Unity forums/answers. This book is for you.
3 von 3 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Great reference book to supplement existing tutorials 15. September 2013
Von Sebastian Koenig - Veröffentlicht auf Amazon.com
Packt's Unity Cookbook definitely stands apart from the usual tutorial book on the game engine Unity. Instead of taking a single project from start to finish, the cookbook series explains a number of distinct topics, giving example code and instructions for each individual topic. I find this format ideal for a reference book to look up some information or to refresh my memory on a specific aspect of Unity. The topics vary in scope and difficulty, thus making the book useful for beginners and expert users alike. I found the introduction to Mecanim, optimization and writing data to local files and the web particularly helpful.

I would not recommend this book as the sole source of information for beginners. However, in combination with Unity's starter tutorials or some of Packt's other beginner books on Unity, this can be really helpful. Keep in mind that the book uses C# as scripting language.
2 von 2 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Usable recipes and snippets, but not a full Unity overview 17. Januar 2014
Von Stefan Boeykens - Veröffentlicht auf Amazon.com
This is not a book to teach you Unity from start to finish. It assumes you know the basics and are willing to write scripts in C# to get things done. As such, it was a perfect fit for me. I have the basic knowledge and know my way around Unity and have experience in programming in different languages.

It has a clear structure and each chapter has several usable short examples that you can use to create more extensive scripts. I really appreciated the examples on writing and parsing files. Still have to try some of the examples, but have applied several of the techniques already in my current projects.

Some examples are a bit too pragmatic and could use some more comments on why it was created this way. To reuse examples, I like complete code sections, but to learn how they work and why there are created that way, I prefer examples to be split in sections with explanations in between. Here you get a problem and are immediately greeted with a solution script and some explanation afterwards. From an educational perspective, this could be more refined.

If you want to learn Unity, wait to read this book. You might start from Game Development Essentials, by Will Goldstone, which I recommend as a first Unity book.

But I do recommend this book.
2 von 2 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen A good ebook with loads of content 26. September 2013
Von S. D. Knapper - Veröffentlicht auf Amazon.com
The unity cookbook is a very comprehensive ebook, I am half way through and there is a lot of detailed sections, they have clear images of the steps involved to achieve what is described.
I would say that some of the content is at more of an intermediate level than a complete beginner (which I am) so I would have preferred to have had a complete game linking all of the sections together.
There are some very clever snippets of code that will be useful to use in my forthcoming projects.

The ebook format is very good allowing me to have the code open on my kindle alongside my laptop.

1 von 1 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Decent book of examples 25. Juli 2013
Von Ralph W Trickey - Veröffentlicht auf Amazon.com
Format:Kindle Edition|Verifizierter Kauf
This book is meant to be a handy place to find a number of templates that you can customize for your own use. It's not meant to be a beginning primer, and does assume that you have some basic knowledge about Unity already. If you go into the book with that assumption, you won't be disappointed.

I'm about half way through, and I'm overall pleased with it. It does seem like it's a bit confused about the audience, though. The initial examples were pretty short and don't have a lot of explanation. There is one later example which implements something with 10 variables, then explains why you could use an array instead. Why they felt the need to explain basic programming concepts, but failed to explain the first examples better, I don't understand. I don't consider this to be a major flaw since they were simple, just a curious decision. I'd rather see well written examples with explanations afterwards if necessary.

All the graphics were made and explained with Adobe instead of a freeware product. It didn't matter much to me, since they were straightforward, but it may matter to some people.
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