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Beginning 3D Game Development with Unity 4: All-in-one, multi-platform game development (Technology in Action) (Englisch) Taschenbuch – 28. August 2013

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Über den Autor und weitere Mitwirkende

Sue Blackman has been an instructor in the 3D field for nearly 20 years at art schools and community colleges. She has been involved with the commercial development of real-time 3D engines for more than 10 years. In the past, she has been a contributing author for New Riders Press (Max4 Magic) and written for AMC Siggraph on serious games. She has written product training materials and instruction manuals for developing content with real-time 3D applications, used by multimedia departments in Fortune 1000 companies including Boeing, Raytheon, and Lockheed Martin, among others. In addition to writing and teaching, Sue has been the lead 3D artist on several games for Activision and its subsidiaries.


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Format: Kindle Edition Verifizierter Kauf
I bought the book in the hope I get some detailed information about some general topics with game development in unity.
But the whole book is made more like a lab instruction for students, working with unity for the first time. Also scripting is not a big part of the book.
So if you start with unity by zero and are interested in the topics of the book (check the index of contents!) the book may be exactly right for you.
If you are a coder/scripter or have some basics with unity I recommend to stick with the documentation and the forum (since there are not to many new ideas someone asked your question already).
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Format: Taschenbuch Verifizierter Kauf
Beschreibt schön die Entwicklung eines Spieles und erklärt dabei alle erforderlichen Techniken zur Entwicklung eigener Spiele!
Durch passende Abbildungen wird das beschriebene verdeutlicht.
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Die hilfreichsten Kundenrezensionen auf Amazon.com (beta)

Amazon.com: 4.2 von 5 Sternen 25 Rezensionen
19 von 20 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Great Book for a Great Game Building Tool 30. November 2013
Von Cecilia Marcano - Veröffentlicht auf Amazon.com
Format: Kindle Edition Verifizierter Kauf
I recommend buying this book for 3 reasons. First because how it is written. Second because the content and scope of the book. Third because of Unity 3D.

1) The book is really well written, it invites you to explore Unity and get familiar with the Interface and concepts, which is the only way you will really learn. The book does not read as programming book, it reads more like a book for learning an application, like reading a content creation software book. As other reviewer said, the author assumes nothing about previous knowledge or experience of the reader, so there is a lot of information and explanations to help you get the tasks done. At times this detail may seem too much for a seasoned developer, but for a beginner its perfect,
2) The book is targeted to beginners audience, and does a great job on that regard. You will learn by creating a Point and Click 3D Adventure, which may be not be your favorite genre, but it does not matter, this will serve very well the purpose of teaching.
3) Unity 3D is simply great, I kind of regret not learning it sooner. I have followed Unity from its creation, but back then I choose to learn XNA and develop for the PC and XBOX 360 Indie Games. But then the iOS games and Facebook games took over the game world. Suddenly it made no sense to learn platform specific languages or technologies. I tried to learn Unreal with the UDK, but found it kind of complex. My advice to anyone learning how to create video games is to learn Unity, because at the present moment the ability to deploy to iOS, Android, Mac OS, Linux, Wii U, and all the Microsoft's OS including Windows Phone; is simply mandatory if you really want any chance of success.
19 von 21 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Excelent for getting started 15. September 2013
Von Jose - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I have a background in programming, but never into game development, and even though this title is focused on people with no scripting knowledge, it was extremely useful to me.
It may be counter intuitive, but if you already have the programming background and no game development knowledge (or 3d graphics), then 99% of the book will be new stuff for you as the author will not to go too deep with scripting.

Besides the usage of the software, you get to learn a lot about 3d graphics and game design. Depending on who you are you may already know these things, but for those of you with no previous game development knowledge, its great for getting started. The title of the book after all is "Beginning ..." so dont expect complex things.

Feedback for your efforts is fast, and thats good.

I think this is a must have for getting started.
10 von 10 Kunden fanden die folgende Rezension hilfreich
4.0 von 5 Sternen Excellent Game Tutorial but Difficult 29. April 2014
Von Anonymous787 - Veröffentlicht auf Amazon.com
Format: Taschenbuch
I have reviewed this book in exchange for a free book.

I had many difficult encounters with this book. I have submitted a detailed errata with advice & notes: I do advise you to look at this because you'll find it helpful for this book. It's titled "Errata, Advice, Notes". It's also included in this review.

Don't rely on code/script/state management pdf being always correct . It's not. Use common sense to help you know what the correct data should be.

Prerequisite: Not for beginners. You should know some programming , 3D graphics knowledge & a little bit of Unity.

What's new: Mecanim, Character Animation, using Unity 4.

There's a lot of similar info. that was in the 1st edition . The 1st edition has some chapters & info. like 3rd person controller & changing materials for objects that were omitted in the 2nd edition. It would have been better to put all the "important how to" info. from both editions in one book.


I benefited a great deal of gaming knowledge . The book taught me many new, important things.
First book I've come across that goes to the extreme it does with its depth of coverage on showing how to make one complete game. The author pours this out in nearly 800 pages!
You'll receive a ton of learning as you embark on the incredible journey to make a point & click 3D game with Unity 4.
Some things you'll Explore: object interaction, inventory, state machines, animations, character movement, camera zooming on an object , sound, 1st person controller navigation, dialog trees ,menus, levels
This knowledge can help you understand how certain things may be done like in a Zelda game.
ex. Link finds treasure in the treasure chest

In the course of the book, she also refines what you have already learned.
Extensive Hands-On Practice with Unity 4
A lot of Scripting:
In progressing through each custom script from scratch to completion, the author points out
problems encountered along the way with certain scripts in their present form & how to fix them. This nice approach helps you learn how to program. You builds the scripts slowly & add / remove (data) when necessary.

I've played a few point & click games a long time ago. This book helped me understand a whole lot more about this game genre & how to make this kind of game.

Among my favorites: making a laser beam, inventory


Ease of Reading : Poor , at times frustrating

The writing in different parts of the book was difficult to understand which it didn't need to.
The author could have written this book better in different ways to make it easier for beginners to learn the info. contained in it.

Typos: disappointed, unacceptable in a 2nd edition.
Errata: see top
Scripting: You use pre-made scripts but you do make a lot of custom scripts for the game. I put this here in case you don't expect this.

It took me much longer than expected to finish reading the book.
But I still enjoyed reading it. I got a lot out of it & I highly recommend it.

Errata, Advice, Notes:
I really found a lot of learning in this nice book & did a comprehensive study on it. But disappointingly, there are way too many errors to not deserve attention for them. In perusing this errata, I didn't list isn't all of them as I only purposed submitting mainly the ones that would be more confusing & problematic for the reader. I hope this brings better improvement & assistance with the book. And if I'm incorrect with anything, please inform me.

I read the eBook. For most chapters, I used the previous chapter's downloadable Finished Project's source code to practice with the new chapter I didn't read yet. I encountered the errors this way. I don't know if there errors in the final executable product. I know certain errors aren't there. I have played through the entire game which seemed to not show errors. However, I have heard of some glitch problems from other people playing it which may not be from the errors listed here.

Errata - page numbers refer to NOT what's in the white box but in the PDF 's () braces.

E: = Error ; I show sentence & other necessary info. that contains the error on that page. The error(s) are underlined
C : = Correction
Comments: -- things I mentioned about are on, or near the indicated page. It could apply to other areas too.
You'll find Suggestions here as well to help fix problems.
General Advice

State Management PDF - I think it possibly refers to the final data for the objects but I'm not totally sure. I found different errors in possibly numerous places in the PDF where the data isn't correct. Using common sense, generally one can figure out the problems. However, until a person realizes there's errors in the PDF, he or she may rely that this PDF is 100% correct. Thus, the reader may spend unnecessary time & annoying frustration to see how this info. can work because he/she thinks that he/she did something wrong rather than changing the data to be correct.

Advice: For PDF to be used, its data needs to be clarified & all errors where ever found needs to be fixed. In its current state, it's not reliable & so I would definitely not use it at all as a guide while reading the book. Make your own as you read the book.

Some Advice if you do use the PDF which may help:
read the part where Sue initially defined values that are: for states used for the objects, for locations array & other things, & about state0 to help you know what the correct data should be at the places on the PDF where you find errors. I found in 1 or a few places where the value of the location array's element should be 1 but was instead 0 (out of scene) & this caused the object not to appear.

Anything you type or read , check that it matches (case sensitive, spaces, etc..) exactly where appropriate like for example in inspector or in code.

Check that Object's layers & especially tags are set correctly. I saw some mis-tagged.

It has occurred that something(s) missing in a script. I think I'm just referring to the book in this matter. I've listed certain ones here. Wherever you see anything or think something is missing in a script -- check the source/code download to see if it's here.

350 E: 2. Open the ObjectLookup script and locate the ProcessObject function.
C : LookUpState

351 E: 8. Create a new function below the ProcessObject function:
C: LookUpState

352 E: In this function, you first see if an object of the name you passed in can be found. If it can, you assign the object of that name to an internal variable. Just as you did with the DistanceFromCamera function in the Interactor, you will use return to send the value of its internal variable, auxObject, back to be assigned directly to the ProcessObject's own internal variable, auxObject.

C: LookUpState's

369 E: between 11 & 12 --In the code that handles the fade transition, you can add a check to see if the ent value is greater than or equal to 0 and also if it has just faded out, not faded in.
C: 1

371 E: Under Lookup State 3---When the opened lid is picked, it goes from state 3, opened, to state 2, closed and unlocked. The KeyAtLock also has to be put back to its state 2. C: 1

371 E: Under Lookup State 3--To get it into state 2, you will have to add the
instructions to the KeyAtRock, right after you tell it to put the KeyAtLock into its state 2.

C: 1

Finished Project's source code in Certain Chapters
--certain animation clips didn't work properly or at all.
--from pages 372 to remainder of book, the audio clips are either very faint or inaudible.

399 7. Select the Board and under Break Torque, set it to 3 and click Play again
Comment: I needed to use a lesser value for this step.

406 Comment: Cloth after attaching a collider doesn't break off the cube even going at a fast rate.

419 Comment: the self-perpetuating rock fall doesn't stop as mentioned.
Not having it happen after 5 seconds may just avoid ground collisions only & not stop the continuous trigger of them.

433 Comment: AnimatedVial was already in the scene

Comment: Interactor Script uses MouseOver in its code. MouseOver's use was briefed upon but I think the difference between it & OnMouseEnter is that MouseOver continuously detects while it makes contact with object where as MouseEnter detects once.

436 E: The fire looks a little rolly-polly. C: Roly-poly

452 E: in 1., 4., 5. AnimatedVial C: VialAnimated

Comment: pour elixir clip is in Animated Vial Prefab in the Project view which is
In ActionObjects folder. The AnimatedVial Group is VialAnimated -which you drop
The Pour Elixir Copy clip in it resulting in Element 1

476 E(possible): At this point, you can see that there's a problem. The OnMouseDown function has a line that tells the showText flag to be false, so the text is hidden as soon as the player picks an object.
C: ProcessObject

2. Action message - continues to stay on after mouse clicks on with I think any object that triggers an animation .

I think Sue touched on this problem but doesn't say why it happens.

This possibly happens because once an object is deactivated, its update function doesn't run again.
Suppress pointer = true causes mouse to not appear. All conditions in update fail immediately keeping action message on. It stays this way with the same content until I think you mouse-over another active object

Comment: Anywhere E: FPAdventureInputController C: FPAdventurerInputController

496 E: Select the Control Panel object and load the InventoryIconA texture into its Normal
Background. C: controlCenter

ObjectName: Inventory Group Inventory Items' Transform values all must be 0,0,0 to help Camera Inventory Object show them visibly. If this isn't done there will be problems with seeing the inventory objects.

540 Comment: Using the arrows to move inventory.
Because ShiftGrid Function didn't have the Game position value in its function, the
ArrowRight`s gridposition is uninitialized ; so when it is called, it is initialized to 0 & then negated to -1
which causes the error, Array Out of Index.
Either store the Game position value in Shift Grid or maybe you can use ArrowLeft instead since it already has been used.

546 Comment: problem - golden sleeve, crystal inventory objects when combined causes 99,98 to appear in the Element ID of 1 or both of them. Golden sleeve comes back in the inventory after I click on the combined object. But then when I hit golden sleeve again it's gone.

Comment: In the book, Handle2D() function that handles the swapping of items & other states needs more code like to set the gui.Texture to false & other things. The source code/ download has more code but check if it has all & if you find other missing code elsewhere in book.

When you mouseOver an Inventory Item , the mouseOver color goes on the cursor icon. The crystal for ex. turns green. This can be disabled in this (i) mode to prevent this.

564 E: under 6--- if (instructions == "1" ) { // deactivate the current topic and activate a new topic
under 8 --- if (instructions == "3" ) { // deactivate the current topic and deactivate a different topic

C: swap comments

576 E: under 5 under with-- // increment or reset the 5th char (element 4)for the next time,
C: 4th char (element 3)

628 Comment: didn't see a noticeable difference in Kahmi's head movement after adding the Turns & Head Turns layer

629 - Comment: Turning values should be opposite to reflect the actual turn "left" , "right"

The transform.lookat should be coded first before the ray cast so if a condition is true in that frame, any tasks can proceed to happen in that frame & not need to wait until a new frame.

649 Comments: Near Harvey & Gertrude by the steps: I think right before the entrance door , if you're not on the top of the stairway but go to the side where the guardians are & use the mouse to look down, the whole terrain ascends.

667 Comment: ray cast not showing properly for maze-- z axis moves the drop points object up & down but the y axis of the drop object moves it up & down. The drop object doesn't get lowered enough & causes the ray cast to not hit the nearest wall but goes above the wall . Thus you can't get the proper total distance. I changed the values in the z-axis but it still didn't work.

683 Comment: When message is onscreen, you click outside it to have it go back in inventory. Right after this you then activate i (inventory mode) , & then you want to click on message icon again.
Problem: the mouse-over doesn't detect the message for almost a second which you can't pick till this time. Also message icon in inventory may be visible on game screen after you toggle out Inventory Mode, until you click anywhere outside it.

695 E: under 8-- 1. Change the Golden Sleeve Icon's Lookup State 1, Element 1 to......
C: Crystal with Sleeve Icon's

697 Comment: Crystal with Sleeve doesn't go into state 2 . The data I think in the stairlock's Object LookUp Table or info., has the arrow(default) change the stairlock action object's state when arrow picks it.

Comment: Console (errors in various places)
1. shows error concerning not finding a Mesh Renderer on a object
Suggestion: for any objects that this occurs just add a Mesh Renderer component to it,

2. null reference exception.
Suggestion: 1. check that the size of the arrays in the Inspector for the Interactor, ObjectLookup Scripts have a value.
2. check that Tags for objects are correct.

3. saw a Shader error message that when occurs is continuous until you stop Game.
Don't know why but possibly occurred when I didn't see Gimbok's rock object appear in the Game. I can see it in the scene view.
Suggestion: I didn't solve the problem with the rock, but as a tip:
Check its Mesh Filter component. If it is missing, browse to find it.

704-705 Comment: TopiRockHandler Script missing code:
1. doesn't write the 2 variables (target Location, New Parent) that's in Figure 18-10.
One of them is the location holder

2. DoTheJob Function is empty & for the tasks needed in this script, either it or another function needs certain code . The function(s) need to be applied to the proper Object LookUp Table(s).

707 E: First Person Controller can't walk through NPC_Barricade collider
C: use the following in the NPC_Barrier script & drop the Objects in their respective parameters in the Inspector.

var target : GameObject; // character to block
internal var simpleAI : SimpleAI; // script with the character AI
var fpc : Collider;

function Awake () {

// make sure the fpc can get through the barrier
Physics.IgnoreCollision(this.collider, fpc);

707 Comment: Collider by Kahmi
1. When Kahmi walks back to her start position & arrives there, she keeps turning in circles. I tried different things in code but still didn't work. The scripts in the download source/code didn't show anything differently.

2. Collider appears below ground but I don't know if this would cause any problems with the code.

724-5 Comment : Nullreference exception occurs on the Topi Fruit Trunk after animation,event (broken tree replaced by the Tree of Life) occurs.
Suggestion: Comment out or delete the Trunk Opening's Script's TopiFruitTrunk setActive to false code. This deactivates the object. What's happening here is that there are 2 places which deactivate the TopiFruitTrunk. When an object is deactivated (false) once & another code is setting it to false again the Console displays this error.

725 E: under 6 -- When you exit Play mode, you will be returned to the Mail Level scene.
C: Main Level

728 Comment: at bottom- It's saying & shows cursor is behind menu. I don't see this problem.

746 Comment: no waterfall audio clip . What & where is the Bootcampdemo?
748 The StateManagementPDF is 50 pages total but has no Final Level info.

751, 752 (2 places) , 753 E: LoadSave C: SaveLoad
Comment: loadsavedgame Boolean variable is needed for the SaveLoad script

761 E: 1. Save the FinalLevel scene and load the FinalLevel scene. C: MainLevel

Other Comments:
None of the glyphs icons are used in the final project
Don't upgrade to the newer version Unity that came out in November 2013 to use with this book because it can't open the projects.
To get Palm Bark Diffuse, Normal - import the Tree Creator Package
9 von 9 Kunden fanden die folgende Rezension hilfreich
5.0 von 5 Sternen Highly recommended. 22. November 2013
Von talonius - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I'm half way through the book and I'm delighted with it. That's not a term I normally associate with technical books. Ms. Blackman has pictures of everything, so when you're sitting there saying, "What?! What widget where?" The next screenshot will show clearly where the widget is, and what the resulting windows should look like. Accuracy so far has been 100%, although I did see 4 pieces of errata from her posts on the Unity forums. That's close enough to warrant a 100% in my opinion.

The language used is Javascript, but if you already have a working knowledge of C# it's quite easy to convert her code on the fly - especially since most of the work in Unity is done by Unity's libraries. transform.Rotate is the same in C# and Javascript.

Her text is clear and concise, very rarely wandering off into the wilderness. The "wasted space" [my opinion, obviously] of every game development book (history of gaming, how to manage, etc.) is tight with only one chapter. After that it's a rush of knowledge and how-to.
11 von 12 Kunden fanden die folgende Rezension hilfreich
3.0 von 5 Sternen Decent, but far from great. 2. April 2014
Von John Tandy - Veröffentlicht auf Amazon.com
Format: Taschenbuch Verifizierter Kauf
I have the paperback version, I feel bad for kindle owners if this is how many errors are in the paperback


- Mostly easy to follow
- Very beginner friendly
- follows a logical progression
- lots of screenshots
- covers ancillary content like forums, asset shop, documentation, and Unity Answers
- good coding style


- Errors left, right, and sideways, there is absolutely no way the author recreated the project while going through the book, some of the errors are game stopping and would be noticed by ANYONE doing it.

You will notice there are a lot more pros than cons. However, that one con is so bad, it overshadows the pros by a good margin. I was working through this book with a man from australia, as we met on the Unity forums looking for answers to errata. He ended up giving up on the book by chapter 9 when the book references an object in a scene that had never been created or imported. A good chunk of the chapter involves this object that sort of just spawns out of no where. This is the type of error I mean, once fixed, the rest of the surrounding book is amazing, but there are so many of these seemingly random errors that it makes it tough.

The real unfortunate part is that this is a book for beginners, who are unlikely to go to the Unity forums for help. Granted the author at least tells the readers to do this often in the beginning chapters. This book minus errata would be a 5 star easily for me. If you are an experienced coder or artist, can navigate forums, and can troubleshoot, this will be a decent book for you as a beginner to Unity. If you are new to the former, or don't want to be forced to pay for a book that you have to find answers to errors for, then you should probably find another book.

It appears, as of the time of this writing, that Sue has stopped posting in here thread on the forum, so it is mostly readers helping each other out. I've always felt the 5 star system left a lot to be desired. I can never seem to decide on which star to give, but with this book, it is a solid 3 star, and I mean that wholeheartedly. Again, i really feel bad, because if she proofread the book it would have been so much better.

Also, just as a warning to readers, the version of Unity has changed since the writing of this book. The errors I am referring to are not a result of this change. Although, it should be noted that some things have changed and will require minor investigation by the reader.
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