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Unity 3 Game Development Hotshot

Discussion in 'Community Learning & Teaching' started by jatewit, Aug 4, 2011.

  1. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    Hi, everyone!

    I just wanted to start a thread to tell you about the upcoming Unity book Unity 3 Game Development Hotshot from Packt, the same publisher who published Unity 3D Game Development by Example and Unity Game Development Essentials.

    I wrote this book for someone who already had some experience in Unity and want to explore more.
    This book is very different from the other books above. It will go through 8 different projects:

    - Creating a sprite and platform game (creating your own sprite manager class)
    - Menu in RPG game
    - Model and Shader (the basic of surface shader)
    - Character Animation
    - Creating a Rocket Launcher
    - Creating AI
    - Creating a Destructible and virtual world (Also cover the basic setup of ragdoll)
    - Saving and Loading High Scores (locally and to the server)

    Here is the link of the book.
    http://www.packtpub.com/unity-3-game-development-hotshot/book

    Right now, it's only available for the pre-order and the raw e-book. They are planning to release this month.

    If you want to write a review for the book or have any feedback, you can email me.

    Thanks,
    Jate

    jatewit(at)gmail(dot)com
     
  2. eedok

    eedok

    Joined:
    Sep 21, 2009
    Posts:
    194
    Awesome, looking for some more unity documentation to put me over the top so I can comfortably make a game with it. Started reading and didn't get past the TOC without seeing something wrong :p


    also the download link is missing so far
     
    Last edited: Aug 4, 2011
  3. ProjectOne

    ProjectOne

    Joined:
    Aug 9, 2010
    Posts:
    442
    In the book description I didn't see mention of what language you use Unity Script or c#
     
  4. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
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    Thanks eedok,

    I think the pubisher will put the download link up, soon. (I'll ask them)

    ProjectOne, the book is mainly written in JavaScript with some part in C# (in Chapter 8).
    I've also attached the explanation between C# and JavaScript.

    Hope it helps.

    Jate
     
  5. eedok

    eedok

    Joined:
    Sep 21, 2009
    Posts:
    194
    is there a way to get the files e-mailed or the like when the publisher is being slow? Kind of hard to read the book when the first instruction is to download stuff that isn't there
     
  6. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    Hi eedok,
    Sorry about that.
    Do you mean the project file?
    You can email me. "jatewit(at)gmail(dot)com" or "jatewit(at)jatewit(dot)com"

    Also, if there is any of you are already bought the raw-ebook and can't download the project file, please email me.
     
  7. pixelsteam

    pixelsteam

    Joined:
    May 1, 2009
    Posts:
    924
    Just bought it. Sent email for assets.
     
  8. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    Hi everyone,

    I got the contact from the publisher that the download file will be available a week before the book is published, which should be around 1-2 week.
    For some all of you that already download the file from the link that I gave you, I just want to tell you that the content in the package might not exactly match the raw e-book that you had. There are a few changes in the final state of the book, so you might want to wait until it is completed.

    Sorry about this, but it should be ready soon.

    Regard,
    Jate
     
    Last edited: Aug 9, 2011
  9. eedok

    eedok

    Joined:
    Sep 21, 2009
    Posts:
    194
    Doing that part of the platformer demo with the raycasts but they keep hitting the player instead of anything else, any idea what I missed?
    Code (csharp):
    1. public function LateUpdate():void {
    2.     var hit:RaycastHit;
    3.     var v3_hit:Vector3 = transform.TransformDirection(Vector3.forward) * (f_height * 0.5);
    4.     var v3_right:Vector3 = new Vector3(transform.position.x + (collider.bounds.size.x * 0.45), transform.position.y, transform.position.z);
    5.     var v3_left:Vector3 = new Vector3(transform.position.x - (collider.bounds.size.x * 0.45), transform.position.y, transform.position.z);
    6.    
    7.     if(Physics.Raycast(transform.position, v3_hit, hit, 2.5)) {
    8.         Debug.Log(hit.collider.tag);
    9.         if(hit.collider.tag == "Floor") {
    10.             if(b_isJumping) {
    11.                 b_isJumping = false;
    12.             }
    13.         }
    14.     } else if (Physics.Raycast(v3_right, v3_hit, hit, 2.5)) {
    15.     Debug.Log(hit.collider.tag);
    16.         if(hit.collider.tag == "Floor") {
    17.             if(b_isJumping) {
    18.                 b_isJumping = false;
    19.             }
    20.         }
    21.     } else if (Physics.Raycast(v3_left, v3_hit, hit, 2.5)) {
    22.     Debug.Log(hit.collider.tag);
    23.         if(hit.collider.tag == "Floor") {
    24.             if(b_isJumping) {
    25.                 b_isJumping = false;
    26.             }
    27.         }
    28.     } else {
    29.         if(!b_isJumping) {
    30.             if(Mathf.Floor(transform.position.y) == f_lastY) {
    31.                 b_isJumping = false;
    32.             } else {
    33.                 b_isJumping = true;
    34.             }
    35.         }
    36.     }
    37.     f_lastY = Mathf.Floor(transform.position.y);
    38.    
    39.     mainCamera.transform.position = new Vector3(transform.position.x, transform.position.y, mainCamera.transform.position.z);
    40. }
     
  10. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    It should be:

    var v3_hit:Vector3 = transform.TransformDirection(-Vector3.up) * (f_height * 0.5);

    I think that was probably the old version of the book, so please wait for the full version.

    Thanks,
    Jate
     
  11. eedok

    eedok

    Joined:
    Sep 21, 2009
    Posts:
    194
    Hrmm that makes the raycasts go all funny:


    All I did was add this line:
    Code (csharp):
    1.  
    2. var level_layer_mask:int = 1 << 9; //9 is the Level layer
    3.  
    and altered the casts to be like so, and it works:
    Code (csharp):
    1.  
    2. if(Physics.Raycast(transform.position, v3_hit, hit, 2.5,level_layer_mask)) {
    3.  
     
  12. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    Oh sorry, I thought you used the plane.FBX from chapter 1 package.
    Yes, if you follow the raw e-book, it'll look funny like that.

    The reason is that the raw e-book content is very old, but the package that you have is for the final version of the book. And, I'm pretty sure. If we use it together, it will create many problems.

    Also, the way you did is right, because I've changed the way to check the raycast from the tag name to layer.

    Code (csharp):
    1.  
    2. public var layerMask : LayerMask; //Drag the level layer here
    3.  
    4.  
    5. if (Physics.Raycast (transform.position, v3_hit, hit, 2.5, layerMask.value)) {
    6.  
    Anyway, if you got the full version, you might want to go over it again and ignore the raw content.

    Really sorry about this, I didn't know that the raw e-book isn't up to date.
    Thanks for pointing this out and hopefully, you will get the full version by this week.
    It's being published, right now.

    Regard,
    Jate
     
  13. pixelsteam

    pixelsteam

    Joined:
    May 1, 2009
    Posts:
    924
    Hi Jate,
    Will people who bought be getting a current pdf of the e-book? Along with the correct code?
     
  14. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    Yes, the people that already bought the raw e-book will get a free download when the final version of the book is ready, which should be very soon.

    You can check it from the publisher website.
    http://www.packtpub.com/unity-3-game-development-hotshot/book


    Thanks,
    Jate
     
    Last edited: Aug 24, 2011
  15. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    Hi everyone,

    I just want to tell you that the full version of the book has been published.

    Thanks,
    Jate
     
  16. jatewit

    jatewit

    Joined:
    Jun 2, 2010
    Posts:
    23
    Hi everyone,

    I'd like to tell you that you can win the free copies of my book (Unity 3 Game Development Hotshot).
    For more detail, please check out my blog http://blog.jatewit.com/?p=10
    Hurry up, it only until 21/12/11!!!
     
  17. RonHiler

    RonHiler

    Joined:
    Nov 3, 2011
    Posts:
    207
    Jate, is there an official forum or somewhere to ask questions?

    I'm having issues with the first project (my sprite keeps falling through the geometry, even though my collision boxes seem to be set up properly, and I'm not seeing why). So if there is somewhere I ought to be asking for advice, please let me know :)
     
  18. Oldham97

    Oldham97

    Joined:
    Jul 20, 2011
    Posts:
    100
    @ jatewit hi i have just bought your book and i was wondering ....Is thair a difference between monodevelop and uniscite by difference i mean when you are scripting in unityscript do any of the words change or anything like that please reply
     
  19. Nomad72

    Nomad72

    Joined:
    Oct 25, 2011
    Posts:
    117
    No, unityscript is unityscrip, no matter which editor you use.
     
  20. Oldham97

    Oldham97

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    Jul 20, 2011
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    Thank you for your help