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Other editions of book Unity From Zero to Proficiency

  • Unity From Zero to Proficiency

    Patrick Felicia

    language (Patrick Felicia, Oct. 13, 2016)
    Newly Edited and Updated Version (Third Edition) for Unity 2019 Create multiplayer games and procedural levels and boost game performances without the headachesWithout this book, most people spend too long trying to learn C# with Unity the hard way. This book is the only one that will get you to learn Unity fast without wasting so much time. It includes six chapters that painlessly teach you the necessary skills to extract data from files, create procedural levels, connect to a database, create a network game and optimize your code for a faster and more engaging game. What you will learnAfter completing this book, you will be able to: Create levels procedurally with C#, save yourself time, and speed-up the level design process. Create levels randomly so that they are different every time the scene is loaded and add re-playability to your game. Read XML files using C# and use the data within to create levels. Create a space simulation using XML and C# and make your scene customizable. Connect to a database from Unity to save and retrieve the player's score. Create a simple network tank game with projectiles and explosions. Create a Simon game. Optimize your code and your project's structure Content and structure of this bookThe content of the books is as follows:In Chapter 1, you will create indoors and outdoors levels from your code.In Chapter 2, you will set-up your own database and write data from/to the database through Unity to save and update the player's score.In Chapter 3, you will create a simple (but fun) network tank game.In Chapter 4, you will design and implement your version of the Simon game, whereby the player has to memorize an increasing sequence of colors and sounds.In Chapter 5, you will learn advanced techniques to boost the performance of your game, and to make your code and project easily maintainable.Chapter 6 provides answers to frequently asked questions.If you want to start creating multi-player games and procedural levels using a tried-and-tested method: download this book now!
  • Unity From Zero to Proficiency

    Patrick Felicia

    (Independently published, Feb. 27, 2018)
    ***New Edition, for Unity 2017*** Why this book can help you to Create Multi-player Games, Procedural Levels and Boost the Performance of your Games Creating your own game can be very intimidating at the start, and quite often, regardless of your experience with games, it is sometimes difficult to find the time and motivation to get over the first barriers. Maybe you are a teacher or a parent trying to motivate your student or child to get into coding, but with no previous programming or game development experience; maybe you are a hobbyist who would love to create simple games and share them with your friends; maybe you are a student who would like to learn more about C# or game development, but you just don't know where to start or what resources to use; you may be wondering: "How can I start to create my games if I have no experience of coding", or "this game engine is so complex that I just don't know where to get started". This is quite common, and you can easily overcome these issues with a step-by-step approach that gets you to progressively develop and use your skills. This is the approach that I have used successfully over the past years to take students from no knowledge of coding or game development to good levels of proficiency in Unity and coding. Of course, it takes some time and dedication; however, by following the techniques and suggestions described in this book, I can promise you that you will progress, regardless of your background, and become more comfortable with Unity and coding. Content and structure of this book In this book, the fourth book in the series, you will learn to create a simple network game, generate levels procedurally, and optimize the performance of your game. This book can be read as a standalone (you don't need to have read the previous books in the series, although it may help) and focuses on four aspects: procedural level creation, database access, multi-player networked games, and code and project optimization (i.e., memory and speed).The main idea behind this book is to save you some headaches when you need to maintain your code or expand your game, and to help you to find the time to actually code your game, by explaining simple and effective ways and best coding and organizational practices that you can use easily to create more code (and games) in less time with less stress and more fun. The content of each chapter is as follows: Chapter 1 explains how you can create procedural levels, using arrays, text files, XML files, or images, and avoid spending a lot of time creating your scene manually. Chapter 2 explains how you can read and write data from/to a database through Unity to save and update user preferences. Chapter 3 explains how to create a simple (but fun) network tank game that can be played by two remote players. Chapter 4 explains advanced techniques to boost the performance of your game, and to make your code and project easily maintainable. Chapter 5 provides answers to frequently-asked questions. The book includes: Step-by-step activities. Challenges at the end of each chapter. Quizzes. Code solutions for each chapter. Cheat-sheets (i.e., shortcuts, best practice, etc.) that you can download. After buying the book, you also get access to the author, if you have any question, and to plenty of free add-ons worth over $100 exclusively made available to you (e.g., member area with weekly updates, over 25 tutorials (video and text), cheat sheets, discounted paperback copies, and much more!) If you want to start creating multi-player games and procedural levels using a tried-and-tested method: download this book now
  • Unity from Zero to Proficiency

    Patrick Felicia

    (Independently published, Oct. 7, 2019)
    Third Edition updated for Unity 2019, Published in October 2019In this book, the fourth book in the series, you will learn to create a simple network game, generate levels procedurally, and optimize the performance of your game. This book can be read as a standalone (you don't need to have read the previous books in the series, although it may help) and focuses on four aspects: procedural level creation, database access, multi-player networked games, and code and project optimization (i.e., memory and speed). The main idea behind this book is to save you some headaches when you need to maintain your code or expand your game, and to help you to find the time to actually code your game, by explaining simple and effective ways and best coding and organizational practices that you can use easily to create more code (and games) in less time with less stress and more fun.The content of each chapter is as follows:Chapter 1 explains how you can create procedural levels, using arrays, text files, XML files, or images, and avoid spending a lot of time creating your scene manually. You will also learn how to generate a random maze procedurally as well as an outdoor environment in the same style as Minecraft Chapter 2 explains how you can read and write data from/to a database through Unity to save and update user preferences.Chapter 3 explains how to create a simple (but fun) network tank game that can be played by two remote players.Chapter 4 shows you how to create a 2D game where the player has to memorize and to play an increasing sequence of colors and sounds, in a similar way as the Simon game that was popular in the 80s.Chapter 5 explains advanced techniques to boost the performance of your game, and to make your code and project easily maintainable.Chapter 6 provides answers to frequently asked questions.
  • Unity 5 from Zero to Proficiency

    Patrick Felicia

    (CreateSpace Independent Publishing Platform, Oct. 14, 2016)
    In this book, the fourth book in the series, you will learn to create a simple network game, generate levels procedurally, and optimize the performance of your game. This book can be read as a standalone (you don't need to have read the previous books in the series, although it may help) and focuses on four aspects: procedural level creation, database access, multi-player networked games, and code and project optimization (i.e., memory and speed).The main idea behind this book is to save you some headaches when you need to maintain your code or expand your game, and to help you to find the time to actually code your game, by explaining simple and effective ways and best coding and organizational practices that you can use easily to create more code (and games) in less time with less stress and more fun. The content of each chapter is as follows: Chapter 1 explains how you can create procedural levels, using arrays, text files, XML files, or images, and avoid spending a lot of time creating your scene manually. Chapter 2 explains how you can read and write data from/to a database through Unity to save and update user preferences. Chapter 3 explains how to create a simple (but fun) network tank game that can be played by two remote players. Chapter 4 explains advanced techniques to boost the performance of your game, and to make your code and project easily maintainable. Chapter 5 provides answers to frequently-asked questions. The book includes: Step-by-step activities. Challenges at the end of each chapter. Quizzes. Code solutions for each chapter. Cheat-sheets (i.e., shortcuts, best practice, etc.) that you can download.