Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletter Hub
Free Learning
Arrow right icon
timer SALE ENDS IN
0 Days
:
00 Hours
:
00 Minutes
:
00 Seconds
Unity 5.x Game AI Programming Cookbook
Unity 5.x Game AI Programming Cookbook

Unity 5.x Game AI Programming Cookbook: Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques

Arrow left icon
Profile Icon Jorge Palacios Profile Icon Jorge Elieser P Garrido
Arrow right icon
€36.99
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.8 (4 Ratings)
Paperback Mar 2016 278 pages 1st Edition
eBook
€20.98 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m
Arrow left icon
Profile Icon Jorge Palacios Profile Icon Jorge Elieser P Garrido
Arrow right icon
€36.99
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.8 (4 Ratings)
Paperback Mar 2016 278 pages 1st Edition
eBook
€20.98 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m
eBook
€20.98 €29.99
Paperback
€36.99
Subscription
Free Trial
Renews at €18.99p/m

What do you get with Print?

Product feature icon Instant access to your digital eBook copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Table of content icon View table of contents Preview book icon Preview Book

Unity 5.x Game AI Programming Cookbook

Chapter 2. Navigation

In this chapter, we will cover the following recipes:

  • Representing the world with grids
  • Representing the world with Dirichlet domains
  • Representing the world with points of visibility
  • Representing the world with a self-made navigation mesh
  • Finding your way out of a maze with DFS
  • Finding the shortest path in a grid with BFS
  • Finding the shortest path with Dijkstra
  • Finding the best-promising path with A*
  • Improving A* for memory: IDA*
  • Planning navigation in several frames: time-sliced search
  • Smoothing a path

Introduction

In this chapter, we will learn path-finding algorithms for navigating complex scenarios. Game worlds are usually complex structures; whether a maze, an open world, or everything in between. That's why we need different techniques for approaching these kinds of problems.

We'll learn some ways of representing the world using different kinds of graph structures, and several algorithms for finding a path, each aimed at different situations.

It is worth mentioning that path-finding algorithms rely on techniques such as Seek and Arrive, learnt in the previous chapter, in order to navigate the map.

Representing the world with grids

A grid is the most used structure for representing worlds in games because it is easy to implement and visualize. However, we will lay the foundations for advanced graph representations while learning the basis of graph theory and properties.

Getting ready

First, we need to create an abstract class called Graph, declaring the virtual methods that every graph representation implements. It is done this way because, no matter how the vertices and edges are represented internally, the path-finding algorithms remain high-level, thus avoiding the implementation of the algorithms for each type of graph representation.

This class works as a parent class for the different representations to be learned in the chapter and it's a good starting point if you want to implement graph representations not covered in the book.

The following is the code for the Graph class:

  1. Create the backbone with the member values:
    using UnityEngine;
    using System.Collections;
    using System...

Representing the world with Dirichlet domains

Also called a Voronoi polygon, a Dirichlet domain is a way of dividing space into regions consisting of a set of points closer to a given seed point than to any other. This graph representation helps in distributing the space using Unity's primitives or existing meshes, thus not really adhering to the definition, but using the concept as a means to an end. Dirichlet domains are usually mapped using cones for delimiting the area of a given vertex, but we're adapting that principle to our specific needs and tool.

Representing the world with Dirichlet domains

Example of a Voronoi Diagram or Voronoi Polygon

Getting ready

Before building our new Graph class, it's important to create the VertexReport class, make some modifications to our Graph class, and add the Vertex tag in the project:

  1. Prepend the VertexReport class to the Graph class specification, in the same file:
    public class VertexReport
    {
        public int vertex;
        public GameObject obj;
        public VertexReport(int vertexId...

Representing the world with points of visibility

This is another widely-used technique for world representation based on points located throughout the valid area of navigation, whether manually placed or automated via scripting. We'll be using manually-placed points connected automatically via scripting.

Getting ready

Just like the previous representation, it's important to have several things in order before continuing:

  • Having the Edge class prepended to the Graph class in the same file
  • Defining the GetEdges function in the Graph class
  • Having the Vertex class

Note

The vertex objects in the scene must have a collider component attached to them, as well as the Vertex tag assigned. It's recommended for them to be unitary Sphere primitives.

How to do it...

We'll be creating the graph representation class as well as a custom Vertex class:

  1. Create the VertexVisibility class deriving from Vertex:
    using UnityEngine;
    using System.Collections.Generic;
    
    public class VertexVisibility : Vertex...

Representing the world with a self-made navigation mesh

Sometimes, a custom navigation mesh is necessary for dealing with difficult situations such as different types of graphs, but placing the graph's vertices manually is troublesome because it requires a lot of time to cover large areas.

We will learn how to use a model's mesh in order to generate a navigation mesh based on its triangles' centroids as vertices, and then leverage the heavy lifting from the previous recipe we learned.

Getting ready

This recipe requires some knowledge of custom editor scripting and understanding and implementing the points of visibility in the graph representation. Also, it is worth mentioning that the script instantiates a CustomNavMesh game object automatically in the scene and requires a prefab assigned, just like any other graph representation.

Finally, it's important to create the following class, deriving from GraphVisibility:

using UnityEngine;
using System.Collections;
using System...

Finding your way out of a maze with DFS

The Depth-First Search (DFS) algorithm is a path-finding technique suitable for low-memory devices. Another common use is to build mazes with a few modifications to the list of nodes visited and discovered, however the main algorithm stays the same.

Getting ready

This is a high-level algorithm that relies on each graph's implementation of the general functions, so the algorithm is implemented in the Graph class.

It is important to

How to do it...

Even though this recipe is only defining a function, please take into consideration the comments in the code to understand the indentation and code flow for effectively:

  1. Declare the GetPathDFS function:
    public List<Vertex> GetPathDFS(GameObject srcObj, GameObject dstObj)
    {
        // next steps
    }
  2. Validate if input objects are null:
    if (srcObj == null || dstObj == null)
        return new List<Vertex>();
  3. Declare and initialize the variables we need for the algorithm:
    Vertex src = GetNearestVertex(srcObj.transform...

Introduction


In this chapter, we will learn path-finding algorithms for navigating complex scenarios. Game worlds are usually complex structures; whether a maze, an open world, or everything in between. That's why we need different techniques for approaching these kinds of problems.

We'll learn some ways of representing the world using different kinds of graph structures, and several algorithms for finding a path, each aimed at different situations.

It is worth mentioning that path-finding algorithms rely on techniques such as Seek and Arrive, learnt in the previous chapter, in order to navigate the map.

Representing the world with grids


A grid is the most used structure for representing worlds in games because it is easy to implement and visualize. However, we will lay the foundations for advanced graph representations while learning the basis of graph theory and properties.

Getting ready

First, we need to create an abstract class called Graph, declaring the virtual methods that every graph representation implements. It is done this way because, no matter how the vertices and edges are represented internally, the path-finding algorithms remain high-level, thus avoiding the implementation of the algorithms for each type of graph representation.

This class works as a parent class for the different representations to be learned in the chapter and it's a good starting point if you want to implement graph representations not covered in the book.

The following is the code for the Graph class:

  1. Create the backbone with the member values:

    using UnityEngine;
    using System.Collections;
    using System.Collections...

Representing the world with Dirichlet domains


Also called a Voronoi polygon, a Dirichlet domain is a way of dividing space into regions consisting of a set of points closer to a given seed point than to any other. This graph representation helps in distributing the space using Unity's primitives or existing meshes, thus not really adhering to the definition, but using the concept as a means to an end. Dirichlet domains are usually mapped using cones for delimiting the area of a given vertex, but we're adapting that principle to our specific needs and tool.

Example of a Voronoi Diagram or Voronoi Polygon

Getting ready

Before building our new Graph class, it's important to create the VertexReport class, make some modifications to our Graph class, and add the Vertex tag in the project:

  1. Prepend the VertexReport class to the Graph class specification, in the same file:

    public class VertexReport
    {
        public int vertex;
        public GameObject obj;
        public VertexReport(int vertexId, GameObject obj...

Representing the world with points of visibility


This is another widely-used technique for world representation based on points located throughout the valid area of navigation, whether manually placed or automated via scripting. We'll be using manually-placed points connected automatically via scripting.

Getting ready

Just like the previous representation, it's important to have several things in order before continuing:

  • Having the Edge class prepended to the Graph class in the same file

  • Defining the GetEdges function in the Graph class

  • Having the Vertex class

Note

The vertex objects in the scene must have a collider component attached to them, as well as the Vertex tag assigned. It's recommended for them to be unitary Sphere primitives.

How to do it...

We'll be creating the graph representation class as well as a custom Vertex class:

  1. Create the VertexVisibility class deriving from Vertex:

    using UnityEngine;
    using System.Collections.Generic;
    
    public class VertexVisibility : Vertex
    {
        void Awake...

Representing the world with a self-made navigation mesh


Sometimes, a custom navigation mesh is necessary for dealing with difficult situations such as different types of graphs, but placing the graph's vertices manually is troublesome because it requires a lot of time to cover large areas.

We will learn how to use a model's mesh in order to generate a navigation mesh based on its triangles' centroids as vertices, and then leverage the heavy lifting from the previous recipe we learned.

Getting ready

This recipe requires some knowledge of custom editor scripting and understanding and implementing the points of visibility in the graph representation. Also, it is worth mentioning that the script instantiates a CustomNavMesh game object automatically in the scene and requires a prefab assigned, just like any other graph representation.

Finally, it's important to create the following class, deriving from GraphVisibility:

using UnityEngine;
using System.Collections;
using System.Collections.Generic...

Finding your way out of a maze with DFS


The Depth-First Search (DFS) algorithm is a path-finding technique suitable for low-memory devices. Another common use is to build mazes with a few modifications to the list of nodes visited and discovered, however the main algorithm stays the same.

Getting ready

This is a high-level algorithm that relies on each graph's implementation of the general functions, so the algorithm is implemented in the Graph class.

It is important to

How to do it...

Even though this recipe is only defining a function, please take into consideration the comments in the code to understand the indentation and code flow for effectively:

  1. Declare the GetPathDFS function:

    public List<Vertex> GetPathDFS(GameObject srcObj, GameObject dstObj)
    {
        // next steps
    }
  2. Validate if input objects are null:

    if (srcObj == null || dstObj == null)
        return new List<Vertex>();
  3. Declare and initialize the variables we need for the algorithm:

    Vertex src = GetNearestVertex(srcObj.transform...
Left arrow icon Right arrow icon
Download code icon Download Code

Key benefits

  • Empower your agent with decision making capabilities using advanced minimaxing and Negamaxing techniques
  • Discover how AI can be applied to a wide range of games to make them more interactive.
  • Instigate vision and hearing abilities in your agent through collider based and graph based systems

Description

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity’s API or built-in features allows limitless possibilities when it comes to creating your game’s worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.

Who is this book for?

This book is intended for those who already have a basic knowledge of Unity and are eager to get more tools under their belt to solve AI and gameplay-related problems.

What you will learn

  • Use techniques such as Aand Ambush to empower your agents with path finding capabilities.
  • Create a representation of the world and make agents navigate it
  • Construct decision-making systems to make the agents take different actions
  • Make different agents coordinate actions and create the illusion of technical behavior
  • Simulate senses and apply them in an awareness system
  • Design and implement AI in board games such as Tic-Tac-Toe and Checkers
  • Implement efficient prediction mechanism in your agents with algorithms such as N-Gram predictor and naïve Bayes classifier
  • Understand and analyze how the influence maps work.
Estimated delivery fee Deliver to Cyprus

Premium delivery 7 - 10 business days

€32.95
(Includes tracking information)

Product Details

Country selected
Publication date, Length, Edition, Language, ISBN-13
Publication date : Mar 31, 2016
Length: 278 pages
Edition : 1st
Language : English
ISBN-13 : 9781783553570
Vendor :
Unity Technologies
Tools :

What do you get with Print?

Product feature icon Instant access to your digital eBook copy whilst your Print order is Shipped
Product feature icon Paperback book shipped to your preferred address
Product feature icon Download this book in EPUB and PDF formats
Product feature icon Access this title in our online reader with advanced features
Product feature icon DRM FREE - Read whenever, wherever and however you want
OR
Modal Close icon
Payment Processing...
tick Completed

Shipping Address

Billing Address

Shipping Methods
Estimated delivery fee Deliver to Cyprus

Premium delivery 7 - 10 business days

€32.95
(Includes tracking information)

Product Details

Publication date : Mar 31, 2016
Length: 278 pages
Edition : 1st
Language : English
ISBN-13 : 9781783553570
Vendor :
Unity Technologies
Tools :

Packt Subscriptions

See our plans and pricing
Modal Close icon
€18.99 billed monthly
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Simple pricing, no contract
€189.99 billed annually
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts
€264.99 billed in 18 months
Feature tick icon Unlimited access to Packt's library of 7,000+ practical books and videos
Feature tick icon Constantly refreshed with 50+ new titles a month
Feature tick icon Exclusive Early access to books as they're written
Feature tick icon Solve problems while you work with advanced search and reference features
Feature tick icon Offline reading on the mobile app
Feature tick icon Choose a DRM-free eBook or Video every month to keep
Feature tick icon PLUS own as many other DRM-free eBooks or Videos as you like for just €5 each
Feature tick icon Exclusive print discounts

Frequently bought together


Stars icon
Total 115.97
Unity 5.x Shaders and Effects Cookbook
€41.99
Unity 5.x Animation Cookbook
€36.99
Unity 5.x Game AI Programming Cookbook
€36.99
Total 115.97 Stars icon

Table of Contents

9 Chapters
1. Behaviors – Intelligent Movement Chevron down icon Chevron up icon
2. Navigation Chevron down icon Chevron up icon
3. Decision Making Chevron down icon Chevron up icon
4. Coordination and Tactics Chevron down icon Chevron up icon
5. Agent Awareness Chevron down icon Chevron up icon
6. Board Games AI Chevron down icon Chevron up icon
7. Learning Techniques Chevron down icon Chevron up icon
8. Miscellaneous Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.8
(4 Ratings)
5 star 25%
4 star 0%
3 star 25%
2 star 25%
1 star 25%
Hugo Apr 28, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This is really a Programming AI Cookbook, it is full of algorithms teaching how to create a game with AI, like in the book cover there is over than 70 recipes, this will enable you to achieve almost any kind of behavior that you want to implement, you will learn techniques from intelligent movement, navigation, avoid agents and walls, jump systems, decision making, find the shortest path, the list is very big, and you have to take a little time to understand the concepts, is good to have your Unity open with the book code examples to see the results, and most important try to implement your own behaviors based on the book, this way you can create new AI behaviors, learning with these examples you can create more professional games. I think this book is for people with at least a short experience working in Unity and C#, most of the book is implementing algorithms in code, the visual part is on the example code, but if you are a complete beginner this book can be good if you work hard to learn the basics on the other books like Learning C# in Unity and Unity 5 by example, or in the Unity documentation, tutorials and forum. As a cookbook I you recommend this book for anyone who work with game development in general, this is well written, have a great author and structure, can be a great tool to consult and design your game, If you have an idea and doesn't know where to start, I think that you can easily find here one recipe for a game mechanic to start prototyping your game, or to create a game feature during the game development or to create a post production, this book is a mind blow, you will start to have more ideas or you know where to start the ideas that you thought were more difficult before.
Amazon Verified review Amazon
Silverleaf Jul 28, 2016
Full star icon Full star icon Full star icon Empty star icon Empty star icon 3
I am a professional game developer and got this book because it seemed like a good reference to quickly glance at some boiler plate type code to get it up and running quickly in Unity for prototyping without a lot of fuss. While this book does serve pretty well in that capacity I also have a few gripes with it:1. There are a good deal of bugs I've found in the code and I've had to fix them (which is easy for me), BUT this is supposed to be a cookbook with supposedly already tested and stable code. Recipes shouldn't have runtime bugs that need to be fixed by the user before they will work correctly at all. Some of the code doesn't seem like it was ever even test run at all before publishing. As an example, I found several bugs in the A* code as well as the SetNeighbours() code in the get8 branch where that code has a basic bug that makes it only get 5 neighbors instead of the 8 it should be (the j loop was missing a + 1 on the max count). Then in addition to that, the same code can crash when indexing into the array using the 'c' value because based on the non-clamped values, the 'c' variable can become < 0 and causes an unhandled runtime exception. This is just one example of the types of issues I've run in to.2. I did not like that in order to find relevant code to one recipe, you have to thumb forward or backwards to other recipes you don't really care about in order to find missing method dependencies in the recipe you DO care about. This is a cookbook, but it reads more like one long tutorial spread over many sub-articles instead. It would have been better if all that code was maybe all put into a code index that was easily searchable by some tag id in the book like: Code Listing 1, etc. Instead I actually had to get manually 'search' other recipes and read them in order to track down missing code. :/3. The web link provided in the book for the GPWiki PriorityQueue is a dead link. The page doesn't even come up. So I had to just implement my own priority queue and shoehorn that in to the recipe code. (which was fun actually), but still, the book should make sure links on a book this new are actually valid?
Amazon Verified review Amazon
Amazon Customer Apr 05, 2017
Full star icon Full star icon Empty star icon Empty star icon Empty star icon 2
I found the code more confusing than helpful and somewhat disorganized. I've been coding AI most of my professional life (15+ yrs) and I found this book difficult to use. It might be okay as a book for beginners who don't really want to understand AI but just get something working, but I don't think it's even properly organized for that purpose. I'd recommend one of the Game AI Wisdom books or perhaps AI Game Programming Wisdom.
Amazon Verified review Amazon
Sparo Vigil & Mick Macha Mar 10, 2018
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
Coming from a programming background in other fields and expecting a reasonable handbook to implementing AI in Unity, I have been disappointed in this book on multiple fronts. The author seems to have only a cursory understanding of C# programming (littering his code with unnecessary and obfuscating behavior like initializing structs to their default value), rarely discusses the actual meaning of his source code in detail, and goes so far as to reinvent the wheel on multiple occasions. As an example, he completely ignores Unity's built-in tools for managing state machines, in turn choosing to write a less capable one himself. All of chapter three is spent on that, which is roughly an eighth of the book, with no mention of Mecanim cover to cover.It is clear to me that he is simply unprepared to write a guide on this subject, let alone a cookbook. If you want to understand Unity, anything is better, inclusive of the on-site documentation. If you want to understand soft AI as applied to games, I might suggest Programming Game AI by Example, by Mat Buckland; it uses C++ instead of C#, but the descriptions are much clearer. If you need an actual cookbook, I would strongly suggest getting any other one, even if it requires a broader scope than Unity alone; it will still save you time.
Amazon Verified review Amazon
Get free access to Packt library with over 7500+ books and video courses for 7 days!
Start Free Trial

FAQs

What is the delivery time and cost of print book? 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
What is custom duty/charge? Chevron down icon Chevron up icon

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 customercare@packt.com 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 customercare@packt.com 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 customercare@packt.com 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 customercare@packt.com 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 customercare@packt.com 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 customercare@packt.com 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