Unity 3 Blueprints - A Practical Guide to Indie Games Development (Anglais) Broché – 20 mai 2011
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Comments like "this isnt for the serious indie developer", and grading the book poorly are based on personal expectations and, in my opinion of course, unfair in this case. Even "serious" people have to start somewhere and if they'd rather buy a guide than dig up and organize the assortment of free ones out there this is a good place to start!
My personal experience with Blueprints:
1. I've become more comfortable with Unity over time without inundation.
2. I've taken that comfort and started to run with it into expansions of their projects; Like making changes to their "marble madness" game to the point of losing hours of time tweaking extras I've imagined. This alone says their instruction worked as designed.
3. The authors will answer questions! Writing a book isnt signing up for a support job but the company attached here is very friendly and willing to support their readers.
Essentially, as stated before, it did exactly what I asked of it: give me a friendly kick into the world of Unity. (and save me the time of gathering random tutorials!) Thanks deeppixel.com folks!
Naming conventions; use them. Or at least use properly descriptive variable names. Good variable names can act as partial documentation. Take the time to write your own comments in the code. It helps you learn, and it'll make it a lot easier to go back to a project later and borrow code snippets of key functionality.
It feels like the author was in teacher-mode for the first project, but started getting impatient, and it gets a little crazy later on. There is an errata page on their website, but the author stopped updating that months ago.
Overall, I recommend the book if you're just getting started, and want a gentle introduction... but be ready to fix what made it past the editors. Also, look for a secondary book or resource for the more technical stuff. This book gives adequate but minimal coverage.
A few annoyances, each unitypackage file must be individually downloaded when you get to the part in the book. There isn't a single bulk file you can download with all of the asset import packages, you have to type them in manually, and their web address is case sensitive.
make sure to create a prefab of EVERYTHING before putting it on the scene. Sometimes they will have you drag a model out to the scene and do a bunch of crap to it, and then make a prefab. well, if you miss the part to make it a prefab (especially chapter 3), you will destroy the asset(and all that's attached to it, eg. scripts, textures, materials, etc), not the object. be extremely careful. you will have a lot of backtracking if you're not.
you don't have to, but I prefer to differentiate the prefab with a pf. in front of the name. There are plenty of places in the book where you name the prefab the same as the model, and when you go to assign it in the inspector, it's difficult to see which is which, sometimes you select the actual model or whatever, and it again causes problems with the Destroy() function. use good naming conventions. This is essential for programming and game production, and they do not teach this principle in this book.
Great resource for beginners!