Unity Development in Practice cover

Unity Development in Practice

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Chapters
11
Series
Game Development and Design Technology Series
ISBN
9787111469292

Tags

Summary

This book is the Chinese translation of Unity 4.x Cookbook, published in 2014 by China Machine Press as part of its Game Development and Design Technology Series. It has 11 chapters and 291 pages, organized as practical recipes in a problem-solution-discussion format. Built around Unity 4.x, a cross-platform game engine, it presents more than 100 small, hands-on examples covering the entire development chain, from installation, interface, and project management to cameras, materials, GUI, animation, audio, external data, and performance optimization. Specifically, Chapter 1 walks readers through installing Unity 4.x, setting preferences, and understanding the interface, and explains Prefabs, asset import and export, and custom packages. Chapter 2 focuses on multi-camera techniques, including picture-in-picture, camera switching, lens flare, generating textures from screen content, zoomable cameras, inspection cameras, and minimaps. Chapter 3 covers textures and materials such as reflective materials, self-illuminating materials, specular and transparent maps, cookie textures, and runtime-generated textures. Chapter 4 concentrates on GUI, including digital and analog clocks, compasses, radars, inventory icons, countdown timers, mouse wheel input, and custom cursors. Chapter 5 centers on the Mecanim animation system, covering Avatar configuration, Root Motion and blend trees, animation layers and mask blending, attaching rigid props, throwing objects, and ragdoll physics. Chapter 6 discusses playback control for sound effects and music, volume control, and dynamic soundtracks. Chapter 7 addresses external assets and devices, such as downloading assets from the Internet, saving with PlayerPrefs, saving screenshots, controlling characters with Kinect, and PHP/MySQL leaderboards. Chapter 8 covers reading, writing, and serializing external text and XML data. Chapter 9 discusses object state management and movement control, including orientation behaviors, seeking and fleeing, flocking, spawn point selection, waypoint following, and the state pattern. Chapter 10 presents optimizations and additional features such as pause, slow motion, profiling, object pooling, coroutines, and caching. Chapter 11 introduces Pro version capabilities such as depth of field, rearview mirrors, in-scene video playback, and audio filters. It should be noted that this book targets the Unity 3.x/4.x era, and some APIs and interface elements differ from current Unity versions; readers should consult official documentation and adjust accordingly when practicing.

Editor's review

这本书的定位很清晰:它不是从“什么是变量”讲起的长篇教材,而是一本可以摆在键盘边上的“配方书”。全书的组织逻辑是“我要实现某个效果,该怎么做”,每一个小节都对应一个具体的开发诉求——如何在两个摄像机之间平滑切换、如何让角色通过混合树跑起来、如何把物品栏图标画到屏幕上、如何把存档写进PlayerPrefs、如何用协程把一次大计算摊到几帧里去。对于已经能看懂C#、但在Unity里“知道要做,不知道怎么下手”的读者,这种结构效率极高。 译者是本书的一个加分项。由于原文是100多个独立配方,最容易出问题的是术语与步骤的连贯性;从实际内容看,“渲染路径”“混合树”“协程”“序列化”等关键术语的处理基本统一,步骤描述也保留了原文的可操作性,没有出现大段意译导致的步骤断裂。第7、8章关于外部数据与XML的部分,至今仍是许多教程略过、而实际项目一定会碰到的内容。 当然需要如实提醒:本书基于Unity 3.x/4.x,其中UI系统、Mecanim细节、部分API与今天的Unity 6已有明显差距,某些章节(如Kinect示例)在硬件与插件层面几乎无法复现。因此它更适合当作“问题清单与解决思路手册”来读——先看它如何在引擎层面拆解问题,再对照现行文档实现。对于想快速建立Unity工程直觉的新人,以及需要一本随手翻查的实战手册的独立开发者,这本书依然有实用价值。

Who it's for

A good fit for

  • 掌握C#或JavaScript基础、想系统学习Unity开发流程的初学者
  • 有一定编程经验、准备做第一款3D小游戏的学生或爱好者
  • 需要随手查阅具体实现方案的独立开发者与小型团队
  • 讲授游戏引擎课程、需要实例素材的教师与培训讲师
  • 从其他引擎转来、想快速了解Unity常用组件与工作流的开发者

Not a good fit for

  • 完全没有编程基础、需要从语法和逻辑入门的读者
  • 只想学习UGUI、Shader Graph、DOTS等现代Unity特性的读者
  • 使用Unity 2021及以上版本、希望教程与当前界面完全对应的读者

Reading tips

  1. 先通读第1章把工程结构、Prefab与资源管理理清,这是后面所有实例的基础。
  2. 把本书当作配方手册:遇到具体需求时按目录定位,跟着步骤在空工程里复现,而不要逐页通读。
  3. 复现时对照当前Unity版本官方文档修正API与界面差异,重点体会解决问题的思路而非逐字照抄代码。
  4. 每完成一个实例都整理成自己的可复用脚本或预制件,逐步积累成个人工具库。

About the publisher

China Machine Press China · Founded in 1950

In addition to science and technology and professional publishing, the books in our catalog from China Machine Press also reflect a sustained focus on psychology, computing, management, finance and economics, and social sciences. In psychology, the catalog includes works by C. G. Jung and introductions to analytical psychology, as well as applied topics such as stress and health, and addiction and healing. In computing, it features Structure and Interpretation of Computer Programs (JavaScript Edition). Management and finance titles include Administrative Behavior (4th Edition), The Price of Inequality (Collector's Edition), and This Time Is Different: Eight Centuries of Financial Folly (Commemorative Edition). In the philosophy and history of science, there is The Worldview: The Third Edition. Relevant authors include C. G. Jung, William McGuire, Sonu Shamdasani, and Gabor Maté. Public information is limited; the above summarizes the publisher's profile based solely on the books in our catalog.

Contents

  1. Chapter 1 Getting Started with Unity 4.x (installing Unity, setting preferences, interface and project view, Prefabs and asset import/export)
  2. Chapter 2 Working with Cameras (picture-in-picture, camera switching, lens flare, screen textures, zoomable and inspection cameras, minimaps)
  3. Chapter 3 Creating Textures and Materials (reflective materials, self-illuminating materials, specular and transparent maps, cookie textures, real-time generated textures, disabling material culling)
  4. Chapter 4 Creating GUI (digital and analog clocks, compass, radar, inventory, countdown timer, mouse wheel scrolling, custom mouse cursor)
  5. Chapter 5 Controlling Animation (Avatar and idle animation, Root Motion and Blend Trees, animation layers and masks, rigid props, throwing, ragdoll)
  6. Chapter 6 Playing and Processing Sound (playback control, volume control, playing sound before object destruction, dynamic soundtracks)
  7. Chapter 7 Using External Asset Files and Devices (loading external assets, Internet downloads, PlayerPrefs save/load, screenshots, Kinect control, PHP/MySQL leaderboards)
  8. Chapter 8 Using External Text Files and XML Data (loading TextAsset, file stream read/write, XML parsing and generation, serialization)
  9. Chapter 9 Managing Object State and Controlling Object Movement (orientation behaviors, seeking and fleeing, flocking, spawn points, waypoint following, state pattern)
  10. Chapter 10 Improving Games with Additional Features and Optimization Options (pause, slow motion, 3D stereoscopic projection, profiling, object pooling, delegate events, coroutines, caching)
  11. Chapter 11 Leveraging Unity Pro (depth of field focus, rearview mirror, in-scene video playback, audio filter simulating underwater environment, loading external movies)

FAQ

这本书的原版是哪一本?
本书是《Unity 4.x Cookbook》的中文译本,英文原版由Packt Publishing出版,作者为爱尔兰的Matt Smith与巴西的Chico Queiroz,中文版由童明翻译,机械工业出版社2014年出版。
书名和《Unity游戏开发实战》是同一本吗?
不是。《Unity开发实战》译自Unity 4.x Cookbook,作者是Matt Smith与Chico Queiroz;《Unity游戏开发实战》译自Game Development with Unity,作者为Michelle Menard等人,由占红来翻译,是另一本书。
书里的内容还能用在现在的Unity版本上吗?
本书基于Unity 3.x/4.x,界面、UI系统与部分API已和当前版本不同,部分示例(如Kinect相关)难以复现。但摄像机、材质、动画混合、数据存取、性能优化等思路仍然通用,建议对照官方文档迁移代码。
零基础可以直接读这本书吗?
不太建议。本书默认读者能看懂C#脚本和基本的面向对象概念,讲解以“如何实现某个效果”为主,不系统介绍编程语法。零基础读者可先补C#与Unity基础,再回来把它当作实战手册。
书的篇幅和结构是怎样的?
中文版共11章、291页,约100多个独立实例,按入门、摄像机、材质、GUI、动画、音频、外部资源、文本与XML、对象状态与移动、优化、Pro版功能依次展开,便于按需查阅。

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