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30. March 2012

 

 

Unity is certainly getting more and more popular, and with the (limited time) release of Unityunity3d1 iOS and Android for free, the number of people interested in Unity is sure to rise.  Along with the increase in popularity of Unity, there has been an influx of Unity books.

 

 

Therefore I put together this post to compile all of the books and their primary details into a single page.  This makes picking out which book to buy/read as easy as possible.

 

 

Hope you find it useful.  I am trying to keep this post as comprehensive as possible, so if I missed a book or made a mistake, please let me know!

 

 

 

The Unity Book Round-up

General


5. March 2012

 

 

This thread just showed up on reddit, announcing that Unity 3D Basic for Android and iOS are being offered for free until April 8th.  Considering each costs 400$, and how awesome Unity is, this is amazing news if true!

 


Truth is, I go to Unity’s store I get:

image

 

 

Then again, giving away 800$ worth of amazing software for free will cause that, no?  If you haven’t used Unity in the past, now is a very good time to check it out ( well… when the site comes back online ), it is a very impressive game engine.

 

 

So, hopefully this is true, I will keep an eye on the site and hopefully it will come back online.  If this is in fact true, you should jump all over it!  I will update here once I confirm if this is true or not.

 

 

EDIT1:

 

From Unity3d’s twitter feed:

 

image

 

So, unless they got hacked, this deal is looking to be very legit!  I think for a great many people considering targeting iOS or Android, Unity just became a much more likely engine.  Although in the grand scheme of things, 800$ isn’t all that much, it’s enough of a barrier of entry to stop many people.

 

Again, will update once I manage to connect to the store and see it for myself!

 

 

 

EDIT2:  It’s Legit!

image

 

Go get it!

News


14. February 2012

 

Released in Beta back in December, Unity 3.5 is now out of beta!  This release is a pretty epic one to boot.  New features include:

  • Flash export.  Compile your game to SWF format
  • Google Native client targeting ( Chrome C++ )
  • Path finding built in
  • A new particle system, editable in Edit Mode, group-able, modular with a built in curve editor
  • Built in LoD support
  • Asset cache server
  • Multithreaded rendering ( PC, Mac, 360 only )
  • HDR support
  • Directional light maps
  • Select and edit multiple items in Inspector
  • Webcam texture ( huh? )
  • Microphone support on all platforms
  • iOS improvements including iAd, Compass, Gyro, Camera, Microphone and push notification support
  • Android improvements include Mouse/Joystick support, Camera, Microphone, Gyro/Compass, Android 3.2 ( Honeycomb ) and Android 4.0 ( Ice Cream Sandwich ) support

 

 

And much much more.  The full list of changes is available here.

News


22. December 2011

 

 

 

I just received an email from Unity announcing the start of their 3.5 public beta.  Generally I wouldn’t get all that excited about a beta ( ok, that’s a lie, I love all things shiny and new! ), but this one is particularly big.

 

 

 

 

 

The biggest aspect of the new release is that much awaited deploy to Flash!  How much easier to deploy did Unity just become, considering the massive install base of Flash?  In addition to Flash, this release also adds the ability to deploy to NaCL ( Native Client ), Google Chrome’s new feature allowing native C++ in the browser.

 

 

 

On top of that, there is a new particle system “Shuriken” and perhaps even more exciting, a new built in pathfinding system, a much needed feature.  Re-written occlusion culling and built in LOD management, should both go a long way towards boosting performance, as will the now multi-threaded renderer.  Perhaps the best usability feature, is you can now multi select and edit items in the inspector! 

 

 

 

 

Full release notes available here.  I think it’s fairly safe to say this is the biggest new release in a very long time.  Good work Unity.  I don’t really have time for it, but I just can’t help myself at downloading this beta….  If you are like me and simply can’t resist the newest and greatest, go and download it now!  Amazingly enough, their servers seem to be coping quite well right now.

News


2. October 2011

 

This is a pretty common gotcha when working with Unity, but it’s so damned annoying it’s worth bringing attention to it.very-small-baby

 

If you export an FBX model, in this case from Blender, into Unity it might be really really really really tiny, even though you set it’s size up appropriately in Blender before exporting.

 

This is caused by the FBX importer in Unity, which for some reason imports at a scale of 0.01.  Why?  I’m not sure anyone knows, but if you encounter this problem be sure to check this first.

 

Click your imported model in the project panel.

In the Inspector, scroll down to the (FBXImporter) section.

Locate Scale Factor and change it to 1.

 

image

 

 

Now your model should appear… normal sized.  Remember by default 1 == 1 meter.

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