<EDIT, Nov 24, 2014>
Due to popular demand (okay, really due to the advice of one or two smart individuals) the book will be sold as one complete set. To reduce the size of the downloads, the accompanying “expand as you go” examples and assets will be provided free. I’m leaving this post as-is, since, otherwise, the next few replies would be out of context.
Also, I’ve added a Facebook page for readers:
Redirecting...
Finally, I guess this is important, the book can be found here:
Unity Game Coding Using C# | Templates | Unity Asset Store
-m
Announcing a book that was over two years in the making, Unity Game Coding Using C# - Volume1 at the Asset Store!
This book was designed for practitioners (and advanced students) who want a more comprehensive approach to using C# in the Unity environment. It was going to be published on October 15, 2014 by A K Peters/CRC Press but I decided that a better approach would be to stay electronic so that I could update the book as changes in Unity occur - as a purchaser you will of course have access to these free upgrades since I’m using a edition/version approach that keeps pace with major unity versions.
To keep the assets to a reasonable size, I’ve split it into four volumes. The first volume is now going through the submittal process and includes chapters 1-3. If you are interested in checking it out now, you can get the first chapter for free now at the support site, Book - Unity Game Coding Using C#.
Key Features
- Advances (gradually at first) through a series of actual game development scenarios
- Includes 3D and 2D scenes that allow readers to “play” with the engine
- Covers both object-oriented and component-oriented development
- Important API’s, events and paradigms are detailed in depth
- Tips and best-practices help the reader become comfortable with Unity
Volume 1 should be on the store soon, and is composed of the first three chapters: Introduction, World Creation and OOP the Unity Way.
The other three volumes will be sold separately and are beginning their final stages of editing and testing. These others include more specific areas, such as Movement, Interaction, 2D, Animation, Mecanim, AI, Physics, UI (new!), and more.
Thank you for your support,
Mike Croswell