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Hands-On Unity 2022 Game Development
Hands-On Unity 2022 Game Development

Hands-On Unity 2022 Game Development: Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible , Third Edition

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Profile Icon Nicolas Alejandro Borromeo
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Hands-On Unity 2022 Game Development

Creating a Unity Project

In this chapter, we will learn how to install Unity and create a project with Unity Hub, a tool that manages different Unity installations and projects, among other tasks. Unity Hub gives easy access to community blogs, forums, resources, and learning portals; it also manages your licenses, and allows you to change the building platform before opening the project on top of managing different installs and projects.

Specifically, we will examine the following concepts in this chapter:

  • Installing Unity
  • Creating projects

Let’s start by talking about how to get Unity up and running.

Installing Unity

We’ll begin with a simple but necessary first step: installing Unity. It seems like a straightforward first step, but we can discuss the proper ways to do this. In this section, we will be looking at the following concepts:

  • Unity’s technical requirements
  • Unity versioning
  • Installing Unity with Unity Hub

First, we will discuss what is necessary to run Unity on our computers.

Unity’s technical requirements

To run Unity 2022, your computer will need to meet the following operating system requirements:

  • If you use Windows, you need Windows 7 Service Pack 1 or greater, Windows 10, or Windows 11. Unity will run only on 64-bit versions of those systems; there is no 32-bit support unless you are willing to work with Unity versions before 2017.x, but that’s outside the scope of this book.
  • For Mac, you need Big Sur 11.0 to run Apple silicon versions of the editor. In any other case, you can run Intel versions of the editor from High Sierra 10.13 or superior.
  • For Linux, you need exactly Ubuntu 20.04, 18.04, or CentOS 7.

Regarding the CPU, these are the requirements:

  • Your CPU needs to support 64 bits
  • Your CPU needs to support SSE2 (most CPUs support it)
  • In the case of Macs with Apple silicon, M1 or above is needed

Finally, regarding graphics cards, these are the supported ones:

  • On Windows, we need a graphics card with DirectX 10, 11, or 12 support (most modern GPUs support it)
  • On Mac, any Metal-capable Intel or AMD GPU will be enough
  • On Linux, OpenGL 3.2 or any superior version, or a Vulkan-compatible card from Nvidia and AMD is supported

Now that we know the requirements, let’s discuss the Unity installation management system.

Unity versioning

Unity releases a new major version each year—at the time of writing, 2022.1—and during that year it receives an update with new features, which is planned to be 2022.2 at the time of writing this book. Near the end of the year or during the beginning of the next one, an LTS (long-term support) version is released, which will be 2022.3 for this edition of the book, marking the end of new features being added to that year’s version of the engine. After that, the next year’s edition of the engine is released, and the cycle repeats.

LTS versions have the benefit that they are planned to be updated bi-weekly with bug fixes for 2 years, while new major versions of Unity release. That’s the reason most companies stick to LTS versions of the engine: because of its stability and long-term support. In this book we will be using 2022.1 just to explore the new features of the engine, but consider sticking to LTS versions when developing commercial game titles.

Considering this, you may need to have several versions of Unity installed in case you work on different projects made with different versions. You may be wondering why you can’t just use the latest version of Unity for every project, but there are some problems with that.

In newer versions of Unity, there are usually lots of changes to how the engine works, so you may need to rework lots of pieces of the game to upgrade it, including third-party plugins. It can take lots of time to upgrade the whole project, and that can push the release date back. Maybe you need a specific feature that comes with an update that will help you. In such a case, the cost of upgrading may be worthwhile. For projects that are maintained and updated for several years, developers are used to updates only to the latest LTS versions of the editor, although this policy may vary from case to case.

Managing different projects made with different Unity versions, and installing and updating new Unity releases, all used to be a huge hassle. Thus, Unity Hub was created to help us with this, and it has become the default way to install Unity. Despite this, it is not necessary for installing Unity, but we will keep things simple for now and use it. Let’s look closer into it.

Installing Unity with Unity Hub

Unity Hub is a small piece of software that we will install before installing Unity. It centralizes the management of all your Unity projects and installations. You can get it from the official Unity website. The steps to download it change frequently, but at the time of writing this book, you need to do the following:

  1. Go to unity.com.
  2. Click on the Get started button, as shown in the following screenshot:

Figure 1.1: The Get started button on Unity’s website

  1. Click on the Student and hobbyist tab; then, under the Personal section, click on the Get started button, as illustrated in the following screenshot:

Figure 1.2: Choosing an individual/free license

  1. Scroll down to the section saying 1. Download the Unity Hub and click on the Download button according to your operating system. For Windows, click Download for Windows, and for Mac, click on Download for Mac. For Linux, there is an Instructions for Linux button with further info about how to install on that platform, but we won’t be covering Unity in Linux in this book:

Figure 1.3: Starting the download

  1. Execute the downloaded installer.
  2. Follow the instructions of the installer, which will mostly be clicking Next all the way to the end.

Now that we have Unity Hub installed, we must use it to install a specific Unity version. You can do this with the following steps:

  1. Start Unity Hub.
  2. If prompted to install a Unity version and/or create a license, please skip these steps with the corresponding Skip buttons (which may vary according to the Unity Hub version). This way to install Unity and licenses is only available the first time you run Unity Hub, but we are going to learn the way to do this that works after the first time.
  3. Log in to your account by clicking on the “person” icon at the top-left part of the window and selecting Sign in:

Figure 1.4: Signing into Unity Hub

  1. Here, you also have the option to create a Unity account if you haven’t already, as illustrated in the link labeled create one that appears in the Unity login prompt in the following screenshot:

Figure 1.5: Logging into Unity Hub

  1. Follow the steps on the installer and then you should see a screen like the one in the next image. If it is not the same, try clicking the Learn button at the top-left part of the screen:

Figure 1.6: The Unity Hub window

  1. Click on the Installs button and check if you have Unity 2022 listed there.
  2. If not, press the Install Editor button at the top-right corner. This will show a list of Unity versions that can be installed from here:

Figure 1.7: Unity versions available to install

  1. You will see three tabs here. Official releases contains the latest versions of each major release already released. Pre-releases contains alpha and beta releases of Unity, so you can participate in these programs and test new features before they are officially released. Archive contains a link to the Unity Download Archive that contains every single Unity version released. For example, the official release at the moment of writing this is 2022.1.20, but the project is being developed in 2022.1.14, so you can install the correct version from the archive.
  2. Locate Unity 2022.1 in the Official releases tab.
  3. Click on the Install button at the right of Unity 2022.1.XXf1, where XX will vary according to the latest available version. At the moment of writing this book we are using 2022.1.14f1. You might need to scroll down to find this version. If not present, install the latest 2022 version available (for example, 2022.2.XX or 2022.3.XX). Newer versions might vary of what is seen in the book, if you find the images of the book being too different consider looking for Unity 2022.1.14 in the archive.
  4. A modules selection window will show up. Make sure the Visual Studio feature is checked. While this program is not needed to work in Unity, we will be using it later in the book. If you already have a C# IDE installed, feel free to skip it.
  5. Now, click the Continue button:

Figure 1.8: Selecting Visual Studio

  1. Accept Visual Studio’s terms and conditions and then click Install:

Figure 1.9: Accepting Visual Studio’s terms and conditions

It is important to note that Visual Studio is the program we will use in Chapter 5, Introduction to Scripting with C# and Visual Scripting, to create our code. We do not need the other Unity features right now, but you can go back later and install them if you need them.

  1. You will see the selected Unity version downloading and installing. Wait for this to finish. If you don’t see it, click the Downloads button to reopen it:

Figure 1.10: Currently active Unity Hub downloads

  1. If you decided to install Visual Studio, after Unity has finished installing, the Visual Studio Installer will automatically execute. It will download an installer that will download and install Visual Studio Community:

Figure 1.11: Installing Visual Studio

  1. To confirm everything worked, you must see the selected Unity version in the list of Installs of Unity Hub:

Figure 1.12: Available Unity versions

Now, before using Unity, we need to acquire and install a free license to make it work by doing the following:

  1. Click the Manage licenses button at the top-right corner of the Unity Hub. If you don’t see it, click your account icon at the top-left corner and click Manage licenses there:

Figure 1.13: The Manage licenses button to press in order to acquire a free license

  1. Click the Add button in the Licenses list window:

Figure 1.14: The Licenses list window’s Add button

  1. Click the Get a free personal license button:

Figure 1.15: Option to get a free personal license

  1. Read and accept the terms and conditions if you agree with them by clicking the Agree and get personal edition license button:

Figure 1.16: The button to accept the terms and conditions

Remember that the preceding steps may be different in new Unity Hub versions, so just try to follow the flow that Unity designed—most of the time, it is intuitive.

Now it is time to create a project using Unity.

Creating projects

Now that we have Unity installed, we can start creating our game. To do so, we first need to create a project, which is basically a folder containing all the files that your game will be composed of. These files are called assets and there are different types of them, such as images, audio, 3D models, script files, and so on. In this section, we will see how to manage a project, addressing the following concepts:

  • Creating a project
  • Project structure

Let’s learn first how to create a blank project to start developing our project.

Creating a project

As with Unity installations, we will use the Unity Hub to manage projects. We need to follow these next steps to create one:

  1. Open the Unity Hub and click on the Projects button, and then click on New project:

Figure 1.17: Creating a new project in Unity Hub

  1. Pick the 3D (URP) template as we will be creating a 3D game with simple graphics, prepared to run on every device Unity can be executed on, so the Universal Render Pipeline (or URP) is the better choice for that. In Chapter 10, Materials and Effects with URP and Shader Graph, we will be discussing exactly why.
  2. If you see a Download template button, click it; if not, that means you already have the template:

Figure 1.18: Downloading the 3D URP template

  1. Choose a Project name and a Location, and click Create project:

Figure 1.19: Selecting the Universal Render Pipeline template

  1. Unity will create and automatically open the project. This can take a while, but after that you will see a window similar to the one in the following image. You might see the dark-themed editor instead, but for better clarity we will use the light theme throughout the book. Feel free to keep the dark theme:

Figure 1.20: The Unity Editor window

  1. Close the window, then go back to Unity Hub and pick the project from the list to open it again:

Figure 1.21: Reopening the project

Now that we have created the project, let’s explore its structure.

Project structure

We have just opened Unity, but we won’t start using it until the next chapter. Now, it’s time to see how the project folder structure is composed. To do so, we need to open the folder in which we created the project. If you don’t remember where this is, you can do the following:

  1. Right-click the Assets folder in the Project panel, located at the bottom part of the editor.
  2. Click the Show in Explorer option (if you are using a Mac, the option is called Reveal in Finder). The following screenshot illustrates this:

Figure 1.22: Opening the project folder in Explorer

  1. Then, you will see a folder structure similar to this one (some files or folders may vary):

Figure 1.23: Unity project folder structure

If you want to move this project to another PC or send it to a colleague, you can just compress all those files and send it to them as a ZIP file, but not all the folders are necessary all of the time. The important folders are Assets, Packages, and ProjectSettings. Assets will hold all the files we will create and use for our game, so this is a must. We will also configure different Unity systems to tailor the engine to our game; all the settings related to this are in the ProjectSettings and UserSettings folders. Finally, we will install different Unity modules or packages to expand its functionality, so the Packages folder will hold which ones we are using.

It’s not necessary to copy the rest of the folders if you need to move the project elsewhere or add it to any versioning system, but let’s at least discuss what the Library folder is, especially considering it’s usually a huge size. Unity needs to convert the files we will use to its own format in order to operate, and an example would be audio and graphics. Unity supports MPEG Audio Layer 3 (MP3), Waveform Audio File Format (WAV), Portable Network Graphics (PNG), and Joint Photographic Experts Group (JPG) files (and much more), but prior to using them, they need to be converted to Unity’s internal formats, a process called Importing Assets. Those converted files will be in the Library folder. If you copy the project without that folder, Unity will simply take the original files in the Assets folder and recreate the Library folder entirely. This process can take time, and the bigger the project, the more time involved.

Keep in mind that you want to have all the folders Unity created while you are working on the project, so don’t delete any of them while you work on it, but if you need to move an entire project, you now know exactly what you need to take with you.

Summary

In this chapter, we reviewed how the Unity versioning system works. We also saw how to install and manage different Unity versions using Unity Hub. Finally, we created and managed multiple projects with the same tool. We will use Unity Hub a lot, so it is important to know how to use it initially. Now, we are prepared to dive into the Unity Editor.

In the next chapter, we will start learning the basic Unity tools to author our first level prototype.

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Key benefits

  • Create the game prototype and learn the fundamentals of Unity editor to build scenes, objects and import objects
  • Add interactivity, win/lose conditions, sound, graphics and artificial intelligence using C# and visual scripting
  • Improve the game graphics, user interface, add visual effects and animations using Animator, Cinemachine, and Timeline

Description

Unity is a cross-platform game engine that provides you with powerful but simple-to-use features to solve the most common problems in Game Development, such as rendering, animation, physics, sound, and effects. You’ll learn to use these features to create simple but complete games (and all the nuances needed to handle Unity). Complete with hands-on tutorials and projects, this book will teach you to use the Unity game engine, create C# and visual scripts, integrate graphics, sound, and animations, and manipulate physics to create interesting mechanics for your game. You’ll then code a simple AI agent to challenge the user and work with profiling tools to ensure code efficiency. Finally, you'll work with Unity's AR tools to create AR experiences for 3D apps and games before publishing them to the world. If you are interested in creating impressive, commercial-quality games that are playable on a variety of platforms, then you’ve come to the right place.

Who is this book for?

Both game and non-game developers who wish to migrate or start building 3D games in Unity will find this book useful. While you'll still able to follow along if you don't have any programming experience, knowing the fundamentals of C# programming will help you get the most out of this book.

What you will learn

  • Build a game prototype that includes gameplay, player and non-player characters, assets, animations, and more
  • Set up and navigate the game engine to dive into the Unity Editor and discover unique and new features released in 2022
  • Learn both C# and Visual Scripting to customize player movements, the user interface, and game physics
  • Apply shaders to improve your game graphics using Shader Graph and Universal Render Pipeline (URP)
  • Create win-lose conditions for the game by using design patterns such as Singleton and Event Listeners
  • Implement Game AI to build a fully functional enemy capable of detecting and attacking the player
  • Debug, test, optimize, and create an executable version of the game to share with your friends
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Table of Contents

22 Chapters
Creating a Unity Project Chevron down icon Chevron up icon
Editing Scenes and Game Objects Chevron down icon Chevron up icon
Grayboxing with Terrain and ProBuilder Chevron down icon Chevron up icon
Importing and Integrating Assets Chevron down icon Chevron up icon
Introduction to C# and Visual Scripting Chevron down icon Chevron up icon
Implementing Movement and Spawning Chevron down icon Chevron up icon
Physics Collisions and Health System Chevron down icon Chevron up icon
Win and Lose Conditions Chevron down icon Chevron up icon
Implementing Game AI for Building Enemies Chevron down icon Chevron up icon
Materials and Effects with URP and Shader Graph Chevron down icon Chevron up icon
Visual Effects with Particle Systems and Visual Effect Graph Chevron down icon Chevron up icon
Lighting Using the Universal Render Pipeline Chevron down icon Chevron up icon
Full-Screen Effects with Post-Processing Chevron down icon Chevron up icon
Sound and Music Integration Chevron down icon Chevron up icon
User Interface Design Chevron down icon Chevron up icon
Creating a UI with the UI Toolkit Chevron down icon Chevron up icon
Creating Animations with Animator, Cinemachine, and Timeline Chevron down icon Chevron up icon
Optimization with Profiler, Frame Debugger, and Memory Profiler Chevron down icon Chevron up icon
Generating and Debugging an Executable Chevron down icon Chevron up icon
Augmented Reality in Unity Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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Jay (Vijayasimha BR) Feb 04, 2023
Full star icon Full star icon Full star icon Full star icon Full star icon 5
(Review copy provided by Publisher)I have myself handled a couple of training batches on Game Development (Unity, Unreal, P5.JS 2D game development). Games are a visual medium, and hence are better learnt visually. However, a handy book reference is always useful when you are learning so many things and want to quickly reference different topics in a book format.That is where, I appreciate what this book does. As it suits a gaming book, the author has provided detailed in-depth images. I would say, almost every page is filled with images, and goes on for explanations for each image.Another thing I appreciate is the explanations for both visual scripting and C# based scripting simultaneously. This is particularly for students who may want to do visual scripting on the first run of learning. Then, on the second run, dig into the more hardcore code-based scripting. That is a good touch. This might appear overkill because, you can get away without any coding at all with modern engines like unreal, but, if you already background in providing, this can save you a lot of time.Lastly, the book starts with beginners and goes on till expert topics. Like, it is a massive book. So, those who want to only learn the basics and start building can stop after the first few chapters, and then, return for more advanced learning on future runs.Seriously, if you are learning game development, you have to do multiple runs. That is the way it is. Anyway, all in all, as a coding tutor, this book is good is what I am trying to say.
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Dan Mar 30, 2023
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I've been working with Unity since 2015, so I can't offer a true beginner's experience. However, I have largely focused on 2D games, and have been using this book as way to dip my toe into 3D and I've not previously used many of the tools that Nicolas outlines here.The book begins with the absolute basics - how to install Unity and set up your game project. From there, you'll walk through some more basics to familiarize you with the 3D Scene Editor. After the first couple of chapters to get you comfortable with Unity and 3D, the rest of the book is focused on building a full project from start to finish. So, while this book could definitely be used as a reference, I think it would most suitably be used to gain the insights from building the project that's outlined.I am not fully through the book, but my personal experience with this book has been positive so far. I skimmed the first chapter, as I was already familiar with installing Unity and creating a Project. The 3D recap was a good refresher/intro to working with 3D in Unity, I felt that it covered enough information without going into so much detail as to get boring. Working through the Project feels informative, and the pacing for each chapter feels just right to me. When it comes to writing code, it will be a mix of Visual Scripting and C#. This has been an interesting learning experience for me as well as I had not used Visual Scripting before, and I feel that it has been a good introduction. As with most Packt books on software development you'll get access to the code and assets for each chapter, so if you get stuck you can always reference that.Overall, this is a great book if you want to level up your Unity 3D skills, or if you are looking to learn Unity development and come out the other end with a finished project.
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Jtown Dec 28, 2023
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Good and fast delivery, book in great condition!
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elian Nov 14, 2022
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Unity 2022 Game Development is worth a look through for anyone who wants to start creating games as a passion or for anyone looking to develop a new skill. Nicolas Alejandro Borromeo does a good job of breaking down all of the sections within the game development life-cycle while teaching the reader how to use Unity to create their rendition of the project. Going over from the simplest concepts of making a Unity project, creating prefabs, and terrain. All the way to height maps, C# scripting, and proper allocation of resources. The chapters are thoroughly filled with information pertaining what part of the game's life cycle the game is at, and the actions that should be taken to continue the development of the game. While also being easy to follow along, you really do not have to have any prior experience with Unity to read through this book and you can still learn something from this book even with prior experience wherever you are on your journey with game development. I would say the only negative is that the chapters are not long enough to fully go into more detail of how to use certain tools and how to use Unity to the fullest potential, but for what the book is trying to do, I would say that this isn't a huge problem. I enjoyed reading and learning more about game design and development with Unity, I hope you guys like it too!
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Maria Dec 23, 2022
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As a Unity Veteran, I can say this book so far has been very informative. I can say this book can be for beginners as well as for advanced developers looking to get into the new Unity topics or get a refresher on the engine’s new topics. I like that the book had the new Unity UI toolkit documentation as well as basic knowledge of shaders. I would recommend anyone looking to learn unity or get updated to obtain this book! - Giovanni Sierra
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  17. Venezuela
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Customs duty are charges levied on goods when they cross international borders. It is a tax that is imposed on imported goods. These duties are charged by special authorities and bodies created by local governments and are meant to protect local industries, economies, and businesses.

Do I have to pay customs charges for the print book order? Chevron down icon Chevron up icon

The orders shipped to the countries that are listed under EU27 will not bear custom charges. They are paid by Packt as part of the order.

List of EU27 countries: www.gov.uk/eu-eea:

A custom duty or localized taxes may be applicable on the shipment and would be charged by the recipient country outside of the EU27 which should be paid by the customer and these duties are not included in the shipping charges been charged on the order.

How do I know my custom duty charges? Chevron down icon Chevron up icon

The amount of duty payable varies greatly depending on the imported goods, the country of origin and several other factors like the total invoice amount or dimensions like weight, and other such criteria applicable in your country.

For example:

  • If you live in Mexico, and the declared value of your ordered items is over $ 50, for you to receive a package, you will have to pay additional import tax of 19% which will be $ 9.50 to the courier service.
  • Whereas if you live in Turkey, and the declared value of your ordered items is over € 22, for you to receive a package, you will have to pay additional import tax of 18% which will be € 3.96 to the courier service.
How can I cancel my order? Chevron down icon Chevron up icon

Cancellation Policy for Published Printed Books:

You can cancel any order within 1 hour of placing the order. Simply contact [email protected] with your order details or payment transaction id. If your order has already started the shipment process, we will do our best to stop it. However, if it is already on the way to you then when you receive it, you can contact us at [email protected] using the returns and refund process.

Please understand that Packt Publishing cannot provide refunds or cancel any order except for the cases described in our Return Policy (i.e. Packt Publishing agrees to replace your printed book because it arrives damaged or material defect in book), Packt Publishing will not accept returns.

What is your returns and refunds policy? Chevron down icon Chevron up icon

Return Policy:

We want you to be happy with your purchase from Packtpub.com. We will not hassle you with returning print books to us. If the print book you receive from us is incorrect, damaged, doesn't work or is unacceptably late, please contact Customer Relations Team on [email protected] with the order number and issue details as explained below:

  1. If you ordered (eBook, Video or Print Book) incorrectly or accidentally, please contact Customer Relations Team on [email protected] within one hour of placing the order and we will replace/refund you the item cost.
  2. Sadly, if your eBook or Video file is faulty or a fault occurs during the eBook or Video being made available to you, i.e. during download then you should contact Customer Relations Team within 14 days of purchase on [email protected] who will be able to resolve this issue for you.
  3. You will have a choice of replacement or refund of the problem items.(damaged, defective or incorrect)
  4. Once Customer Care Team confirms that you will be refunded, you should receive the refund within 10 to 12 working days.
  5. If you are only requesting a refund of one book from a multiple order, then we will refund you the appropriate single item.
  6. Where the items were shipped under a free shipping offer, there will be no shipping costs to refund.

On the off chance your printed book arrives damaged, with book material defect, contact our Customer Relation Team on [email protected] within 14 days of receipt of the book with appropriate evidence of damage and we will work with you to secure a replacement copy, if necessary. Please note that each printed book you order from us is individually made by Packt's professional book-printing partner which is on a print-on-demand basis.

What tax is charged? Chevron down icon Chevron up icon

Currently, no tax is charged on the purchase of any print book (subject to change based on the laws and regulations). A localized VAT fee is charged only to our European and UK customers on eBooks, Video and subscriptions that they buy. GST is charged to Indian customers for eBooks and video purchases.

What payment methods can I use? Chevron down icon Chevron up icon

You can pay with the following card types:

  1. Visa Debit
  2. Visa Credit
  3. MasterCard
  4. PayPal
What is the delivery time and cost of print books? Chevron down icon Chevron up icon

Shipping Details

USA:

'

Economy: Delivery to most addresses in the US within 10-15 business days

Premium: Trackable Delivery to most addresses in the US within 3-8 business days

UK:

Economy: Delivery to most addresses in the U.K. within 7-9 business days.
Shipments are not trackable

Premium: Trackable delivery to most addresses in the U.K. within 3-4 business days!
Add one extra business day for deliveries to Northern Ireland and Scottish Highlands and islands

EU:

Premium: Trackable delivery to most EU destinations within 4-9 business days.

Australia:

Economy: Can deliver to P. O. Boxes and private residences.
Trackable service with delivery to addresses in Australia only.
Delivery time ranges from 7-9 business days for VIC and 8-10 business days for Interstate metro
Delivery time is up to 15 business days for remote areas of WA, NT & QLD.

Premium: Delivery to addresses in Australia only
Trackable delivery to most P. O. Boxes and private residences in Australia within 4-5 days based on the distance to a destination following dispatch.

India:

Premium: Delivery to most Indian addresses within 5-6 business days

Rest of the World:

Premium: Countries in the American continent: Trackable delivery to most countries within 4-7 business days

Asia:

Premium: Delivery to most Asian addresses within 5-9 business days

Disclaimer:
All orders received before 5 PM U.K time would start printing from the next business day. So the estimated delivery times start from the next day as well. Orders received after 5 PM U.K time (in our internal systems) on a business day or anytime on the weekend will begin printing the second to next business day. For example, an order placed at 11 AM today will begin printing tomorrow, whereas an order placed at 9 PM tonight will begin printing the day after tomorrow.


Unfortunately, due to several restrictions, we are unable to ship to the following countries:

  1. Afghanistan
  2. American Samoa
  3. Belarus
  4. Brunei Darussalam
  5. Central African Republic
  6. The Democratic Republic of Congo
  7. Eritrea
  8. Guinea-bissau
  9. Iran
  10. Lebanon
  11. Libiya Arab Jamahriya
  12. Somalia
  13. Sudan
  14. Russian Federation
  15. Syrian Arab Republic
  16. Ukraine
  17. Venezuela