Unity is a powerful rendering engine which is fully integrated with a complete set of intuitive tools to create interactive 3D and 2D content. Playmaker is a flexible visual state machine editor and runtime library for Unity 3D which facilitates visual scripting for Unity 3D.
This book starts by explaining you the component-based approach to game development. It then moves on to teach you how to use state machine's interface to make a game with minimum code and how to add AI and Photon networking to it. The book then progresses through helping you understand how to write a Kongregate API code and upload your game on it. The book finally ends up enabling you to make a complete web Multiplayer game in Unity and add an external API to it.
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About the Author
Sergey Mohov is a game developer and designer with over three years of experience working on games in Unity. His prominent projects include Dédale, Paradis Perdus, and Lune. The rest of Sergey's games can be found on his website at http://sergeymohov.com along with his personal blog.
Most Helpful Customer Reviews
This book is aimed at someone interested in game design who uses Unity and has purchased (or is thinking of purchasing) the Unity plugin Playmaker. The beauty of Playmaker is that it allows you to rapidly prototype games without touching code - great if you are a designer, or a developer who needs to have something prototyped quickly to test. The book begins by explaining Unity at a basic enough level, guiding you around the interface etc. It's not until a few chapters in that Playmaker is introduced fully. When it is introduced, the book shows how easy it is to perform action using Playmaker instead of scripting. The networking and 3rd party APIs are a nice bonus, but it would have been nice if the book assumed you knew Unity and could then focus on teaching more of Playmaker. I do like the way the book teaches you to build on one game idea and enhance it, but it feels like this book should have had more content, for example, using Playmaker for different types of games (the example game is a 2D Air Hockey clone). The AI section is 6 pages, I'm sure a whole chapter at least could have been dedicated to this.