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Best unity guide/tutorial/book (3d and 2d)

Started by June 23, 2019 05:56 PM
2 comments, last by Mosker 5 years, 5 months ago

There seems to be thousands of resources for unity scattered about the place but no good guide to guide you from beginning to end.

What would any of you recommend as the best guide for generally learning unity (primarily unity 3D), even if its unity.Learn.

12 hours ago, angJacj said:

There seems to be thousands of resources for unity scattered about the place but no good guide to guide you from beginning to end.

What would any of you recommend as the best guide for generally learning unity (primarily unity 3D), even if its unity.Learn.

Considering the Unity documentation itself is very well done you can pick something like one of the courses below on UDEMY and you'll be good to go!

https://docs.unity3d.com/Manual/index.html

Complete C# Unity Developer 3D: Learn to Code Making Games

https://www.udemy.com/unitycourse2/

The Ultimate Guide to Game Development with Unity 2019

https://www.udemy.com/the-ultimate-guide-to-game-development-with-unity/

Just an added note, some courses and tutorials online will use the Update() method for rigid body movement (physics), it should be done within the FixedUpdate(). Keep this in mind. The reason some teachers have justified this is because they believe that introducing another update method will some how confuse you. Then you have those that genuinely think Update() is the proper method for such code.

Some supporting threads:

https://forum.unity.com/threads/update-or-fixedupdate.401487/

https://answers.unity.com/questions/620981/input-and-applying-physics-update-or-fixedupdate.html

How good is your C#? If you need some C# resources let me know. :) Best of luck! Hope this helps!

Programmer and 3D Artist

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As someone who works better with books, https://www.manning.com/books/unity-in-action-second-edition has been my choice. Following Rutin's comment above, because everyone seems to want to get you making cool things ASAP, some topics get the short shrift because they're not as sexy. The three things that I wish I had known well enough much much earlier:

1. The GameObject, gameObject, component relationship and hierarchy. 
2. World space, local space--especially, primarily how they relate to cameras, canvases.
3. When you get have a reference to something and when you're just dealing with a copy that the engine has created for you. 

(Just for perspective, I'm a self-taught C, Java programmer who spent most of my career not writing code. A terminal amateur, but not a total newbie.) 

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