At first glance this book seems to be a promising step into creating 2D games utilizing the new native 2D development tools that were introduced in Unity 4.3. However, before the end of Chapter 1 that impression was all but completely shattered.
The book’s author states early on that it is expected that the reader has an understanding of both the fundamentals of Unity editor and C# programming. There is no real prerequisite knowledge listed and a novice programmer will quickly be thrown for a loop if they lack understanding of programming concepts like event handlers, event listeners, and state machines. The author’s approach to the book’s code implementation is one of copy/paste and look at the results. Although there is quite a bit of commenting within the code files that explain the fundamental actions the code is performing and when, there is little explanation of why. This lack of explanation to the reasoning behind the structure of the code makes any knowledge this book provides fall into a category of “learning to know” rather than “learning to do”. I do agree with the way the author has structured the code provided, being that it is extensible if you have the knowledge to take advantage of it. However, coming from the perspective of a former teacher, the methodology by which the end product is reached in this book is one that I refer to as “Sloppy and Paste”. I feel that providing any “learning materials” to a student that simply require copying of an existing product without explanation as to the fundamentals and reasoning behind it fails to make this book a worthwhile endeavor for anyone that actually wants learn fundamental principles of the subject.
There is a good bit of information provided that could help someone get used to navigating Unity’s 2D development tools, but once again the primary approach in the book is one of mimicry with very little explanation of the benefits or downfalls of the author’s given approach. Personally, I have spent thousands of hours teaching software and through it all I tried to avoid going the easy route and just telling my students to do something without given them a reason to follow a given process in the future.
The project provided with this book would be better used by any reader through a process of code dissection. Looking at the end product that is provided via the publisher’s website will give you a fully working, albeit simple, 2D game that contains all the fundamental properties of a 2D platformer. One could then look at the code, attempt to determine what it is doing and when they get confused jump on the internet to find the answers they are looking for. I won’t disagree that this book contains information on Unity’s 2D development tools, however, a curious beginner would be better served following the tutorials provided by Unity Technologies on their website.