Unity from Zero to Proficiency (Advanced): A step-by-step guide to creating your first FPS in C# with Unity. [Third Edition] - Paperback

Unity from Zero to Proficiency (Advanced): A step-by-step guide to creating your first FPS in C# with Unity. [Third Edition] - Paperback

$34.78
Sale price  $34.78 Regular price 
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Unity from Zero to Proficiency (Advanced): A step-by-step guide to creating your first FPS in C# with Unity. [Third Edition] - Paperback

Unity from Zero to Proficiency (Advanced): A step-by-step guide to creating your first FPS in C# with Unity. [Third Edition] - Paperback

$34.78
Sale price  $34.78 Regular price 

by Patrick Felicia (Author)

Third Edition updated for Unity 2019, Published in October 2019

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. 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.
Number of Pages: 320
Dimensions: 0.67 x 11 x 8.5 IN
Publication Date: October 07, 2019

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