1st Ed – Errata – Mastering Unity 2D Game Development
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Simon (darkside) Jackson.
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September 16, 2014 at 1:17 pm #4297
Simon (darkside) Jackson
KeymasterHere is the compiled list of all reported errata to date (will keep this thread updated)
Note: all errata has already been corrected in the upcoming re-publishing of the title, so if you are reading edition 2, you can ignore the following.
Most of the changes are very minor and do not affect the title. The main issues are the wording of MonoBehavior (should be MonoBehaviour) noted in Ch 2 /3 and the NPC script change.
Page
Ch 2/3/6
Error
The code “MonoBehavior” where it should be MonoBehaviour. The former is invalid code.
Correction
MonoBehavior spelling updated in affected areas document
Page
Ch 2/3
Error
Typos: Under the heading “Controlling the hero”, step 1:
“1. Add a RidgedBody2D component by navigating to Add Component | Physics2D
| RidgedBody2D in the player’s GameObject inspector.”Correction
References to RidgedBody should be RigidBody
Page
From Chapter 7
Error
The GameState.CurrentPlayer property is named incorrectly in scripts
Correction
Rename: currentPlayer
To: CurrentPlayer
Wherever it is foundPage
From Chapter 7
Error
The GameState.PlayerReturningHome property is named incorrectly in scripts
Correction
Rename: playerReturningHome
To: PlayerReturningHome
Wherever it is foundPage
9
Error
Typo: Last paragraph, first sentence of page 9, the word “also” is misspelled.
Correction
Should just be “also”
Page
18
Error
Incorrect website address on page 18, in the 5th paragraph starting: “If you want to see a great comparison between the 2D and 3D physics systems, refer to this excellent post at…”
Correction
Correct URL should be:
http://x-team.com/2013/11/unity3d-v4-3-2d-vs-3d-physics/Page
24
Error
The provided URL address redirects to new website:
Correction
Target site has updated, new URL is:
http://www.mono-project.comPage
25
Error
Incorrect URL – on page 25, 1st paragraph, 3rd sentence:
The provided URL of:
http://Unity.com/unite/archive/2013Should be corrected to:
http://unity3d.com/unite/archive/2013Correction
Correct URL should be:
http://unity3d.com/unite/archive/2013Page
55
Error
The screenshot Box Collider 2D, Size, X value doesn’t match the same value we were told to change it to (previously on page 54) – as the screenshot is intended to be used to verify all settings are correct.
Correction
Screenshot being updated.
Correct value is “X (0.41)”Page
70-73
Error
The “Animator Dope Sheet” diagram at the bottom of page 70 is numbered, but those numbers then aren’t used anywhere following. I.e.. They aren’t then used to refer back to the diagram in the headings/text that describe it on pages 71-73. (Not sure if this is intentional – but otherwise, why specifically number the diagram?)
Correction
The Proceeding headers are ordered as per the bullets.
Update will have numbered headingsPage
76/55
Error
The image shows Fixed Angle as unchecked even though the text on the previous
page says you should check it.Correction
Screenshot being updated.
Fixed Angle should be checked
(Else player falls over on hitting non trigger colliders J)Page
80
Error
Code typo: On page 80, in the Update() function, the following line has a typo (missing word “float”) at the start of the line:
movePlayerVector = Input.GetAxis(“Horizontal”);Correction
Code block on Page 56 updated to include a new variable:
float movePlayerVector;
Which fixes this script.Page
80
Error
Code error: On page 80, the first 3 lines of code use “PlayerSprite” – however, “PlayerSprite” has not (yet) been created anywhere (and is first used on page 81 when the Player game object is renamed to “PlayerSprite”).
Correction
Ignore / remove the PlayerSprite reference in this script. It’s added later
Page
81
Error
Typos/wrong names: On page 81, in the step 5 paragraph at the bottom of the page there are several typos – “MovementController” and “RigidPhysics2D” (the names don’t correspond with Unity or other instances in the book):
“Remove the MovementController, RigidPhysics2D, and Box Collider scripts from the PlayerSprite game object and add them to the Player game object again.”
Correction
Updated to:
“Remove the CharacterMovement script, RigidBody 2D and Box Collider 2D components from
the PlayerSprite game object and add
them to the Player game object again.”Page
112
Error
Code typo: On page 112, the 10th line of code is intentionally commented out at this stage – but this means that the curly bracket “}” at the end of the line is ignored – so we don’t see the “Stay” button at all.
Correction
Trailing } bracket should be ignored
Page
115
Error
Code/Tag naming for “The Cave” both need to be identical.
The last line of page 115 asks the reader to update the tag for “The Cave” to “Cave01”, but the relating code says (line 7 on page 116) { “Cave”, “The deep dark cave”}Correction
“Cave01” should read as “Cave”
Page
116
Error
Code issue – to enable code compilation : When creating the NavigationManager.cs script on page 116, we need to alter the 2nd line from:
using System.Collections;
to
using System.Collections.Generic;
(otherwise the code won’t compile due to the use of “Dictionary”).Correction
Updated using statement to:
using System.Collections.Generic;Page
132
Error
Typo: After the code at the top of the page, the next sentence has an unnecessary word “this”:
“The preceding code is just a very basic singleton implementation, which you can
attach this to any game object in the scene.”Correction
The word “this” should be ommited
Page
133/122
Error
This line in error when uncommented
//Application.LoadLevel(1);}Correction
Trailing } bracket should be ignored
Page
137/116
Error
This snippet needs to start with.
using System.Collections.Generic;
Else Dictionary can’t be used.Correction
Using statement shold be added to start of script:
using System.Collections.Generic;Page
149
Error
Tip states that:
“Coroutines, by default, do not run the same thread as the normal game”
This is incorrect.Correction
Line should read:
“Coroutines, by default, run the same thread as the normal game”
Note: Coroutines are not Threaded and run on the same thread (processor) as the Unity game loop. if used incorrectly they can kill your game.Page
150
Error
Typo: On page 150, remove the typo word “a” from the 1st sentence after the diagram:
“The benefit of this is that you can wait for the last update or draw a cycle to finish before running your process.”Correction
Line should read:
“The benefit of this is that you can wait for the last update or draw cycle
to finish before running your process.”
Ommiting the extra “a”Page
155
Error
Typo – missing word “Folder” : On page 155, in the paragraph after the first section of code, 4th sentence of paragraph – I believe the word “folder” should be included in the sentence.
Correction
Sentence reworded, the sentence should now read
“Create a new script named PositionManager in the Editor folder under
Assets\Scripts (create it if it does not exist yet) and replace its contents with the following code:”Page
163
Error
On page 163, the Layer name differs from that used previously: 1st bullet point:
“If you put Greybeard on the Character layer as I have done, the player will
appear behind him.”
This makes sense – but the “Character” layer has been named the “Player”
layer previously.Correction
Text should read (image is correct)
“If you put Greybeard on the Player (format player KeyWord) layer as I have done, the player will
appear behind him.”Page
177
Error
Unable to add NPC script to NPC GameObjects, error returned by editor
Correction
Replacement NPC script should be implemented as follows:
using UnityEngine;
public class Npc : MonoBehaviour
{
public string Name;
public int Age;
public string Faction;
public string Occupation;
public int Level;
}
Will work as expected nowPage
209
Error
4th paragraph after “Transitions” heading, 1st sentence. The script FadeinOutManager should be created in the Assets\Scripts folder (not Assets as stated in the book). This matches the script’s location in the code download project for Chapter 6 – and it makes more sense to have the script in the actual script folder! The book version is:
“So, create a new FadeinOutManager C# script in the root of your project’s
Assets folder and replace its contents with the following code to create a
singleton manager that can be used by any scene:”Correction
Reworded as requested by reader
“So, create a new FadeinOutManager C# script in your project’s Assets\Scripts
folder and replace its contents with the following code to create a singleton
manager that can be used by any scene:”Page
209
Error
What page in the book does this errata appear?: page 209
Please describe the errata.:
Code missing: (2 lines missing compared with code download) for
“FadeinOutManager” section at bottom of page 209:
Code download has these 2 lines of code missing…using UnityEngine;
using System.Collections;Correction
Add the following using statements to the top of the new FadeinOutManager script
using UnityEngine;
using System.Collections;Page
212
Error
Code case typo: On page 212, penultimate line of code:
“Fading = false;”
should be
“fading = false;”
Correction
Reword code line to:
fading = false;
(Lower case f for the variable Fading)Page
213/214
Error
On page 213-214: Duplicated code function (and different versions of
preceding paragraphs for later “FadeToLevel” section – one of which is
included in error): The code section for StartFade is included in the book
twice – once at the bottom of page 213, then again as the first code block on
page 214.Correction
Ignore duplicate code, it will be removed and tidied up in 2nd edition
Page
238
Error
StartCoroutine call using method name should include parenthesis
Correction
Replace the following line in the Start method
“StartCoroutine(SpawnEnemies);”
With the following
“StartCoroutine(SpawnEnemies());”Page
262
Error
Incorrect web address – penultimate sentence from bottom of page 262 in
“Warning” box.Correction
Site now redirects, direct URL is:
http://webarchive.nationalarchives.gov.uk/20140402142426/http://www.oft.gov.uk/news-and-updates/press/2014/05-14Page
301
Error
The case statement is missing a trailing semicolon “:”
Correction
Replace the following line
“case BattleState.Intro”
With the following
“case BattleState.Intro:”Page
370
Error
The type string is written as String, this causes an error when trying to compile with a missing using statement
Correction
Replace the following line in the MyEditorWindow class
“String windowName = “My Editor Window”;”
With the following
“string windowName = “My Editor Window”;”-
This topic was modified 6 years, 4 months ago by
Simon (darkside) Jackson.
-
This topic was modified 6 years, 4 months ago by
Simon (darkside) Jackson.
-
This topic was modified 6 years, 4 months ago by
Simon (darkside) Jackson.
-
This topic was modified 6 years, 4 months ago by
Simon (darkside) Jackson.
-
This topic was modified 6 years, 4 months ago by
Simon (darkside) Jackson.
-
This topic was modified 6 years, 3 months ago by
Simon (darkside) Jackson.
Simon (Darkside) Jackson
@SimonDarksideJSeptember 17, 2014 at 12:12 pm #4300Darren McBain
Guest<p class=”MsoNormal”><b>Page 98</b></p>
<p class=”MsoNormal”>While working through Page 98, i had to change the parent ‘Player’ object to the player layer (not child ‘PlayerSprite’ as stated), otherwise run animation is in middle of screen, and idle animation lower down on road. Might be something on my end, but thought i would mention it. enjoying it tho ;)</p>
September 17, 2014 at 5:16 pm #4303Simon (darkside) Jackson
KeymasterThanks for that Darren. Can see how I wrote that was confusing.
Yes, should state, change the PlayerSprite GameObject to the Player layer.Glad you’re enjoying the book, had a lot of fun writing it.
Simon (Darkside) Jackson
@SimonDarksideJSeptember 18, 2014 at 7:23 pm #4313Russ
GuestMy friends and I have had our eyes on this book for a while and it sounds like a 2nd edition is upcoming. We all have computer science backgrounds and are interested in what Unity2D has to offer. Some of my friends have worked with Unity3D (and are in the process of finishing a game in it) but found the costs of 3D assets prohibitive as a new developer and want a crash course in Unity2D’s capabilities. Others (including myself) have about a decade of experience each in RPG Maker and really want a tool with professional finesse like Unity2D since RPG Maker is fairly elementary for someone with a computer science background.
As such, I just want to collectively ask for us when we should expect the updated edition? We’re interested in purchasing several copies between all of us. We would prefer print copies as they are easier for a group to reference although would likely pay the additional $2.99 for Kindle as well. We just want to know when we should buy these. In addition, if we purchase the Kindle version does this get updated to later editions when released?
We’re very excited about this book. Just from the table of contents it looks like this is incredibly in-depth and it’s 500 pages to boot! We’re thrilled you have a section on fixed vs procedural mapping since it’s something we’ve spent a bit of discussion on. Thanks for any response and for writing what looks like an excellent resource!
September 18, 2014 at 9:48 pm #4314Simon (darkside) Jackson
KeymasterThanks for your kind works and support Russ.
Yes there is a 2nd edition coming. The dates I have at the moment point to the end of September (or more likely the first week in October), this just corrects all the points above plus some corrections I have requested.
The first few chapters are predominately the 2D system, where the rest of the book shows using the tricks you have learned to implement a 2D RPG game with many more tips, tricks and guidance to make the most of Unity’s features. Finally it finishes off with utilizing and extending the editor to help make games and deployment / marketing.
On the section titled “fixed vs procedural mapping” it does a comparison of several of the ways to build maps in your game and discusses the differences / challenges and so on. It doesn’t do any procedural content as that would be an entire book in it’self, there are however a lot of links and advice should you wish to venture down that route.
Personally I love procedural generation and have spent many years tinkering with is since the early days of Oneil and the infinity project (check out http://www.gamasutra.com/view/feature/131507/a_realtime_procedural_universe_.php) and even titles like Britonia (https://www.youtube.com/playlist?list=PLF1FFAB535A1A371F)
I could have easily made this book twice as big but that would have upset the publisher greatly :S
Any othe questions or queries, feel free to start up a thread on any part of the book 😀
Simon (Darkside) Jackson
@SimonDarksideJ -
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