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eisa%E6%B1%A0%E7%94%B0%E4%B8%AD%E5%BF%83%E5%BA%86%E5%85%B8%E6%B5%B7%E6%8A%A5%E9%A1%B9%E7%9B%AEEisa #Tele X 41Eisa JAPAN46 4641 202633 2026315 20264612 * X @terepanhakkenbu 60,000 XTwitter 49,999 @terepanhakkenbu 1,100 JCB * 7 KurafanX JAPAN biz@birthdayadjp. com 10,000 5,000 x 2

项目标签

请使用 Eisa 池田中心庆祝海报项目专用的标签帮助宣传该项目。🙌

项目特定主题标签

#恭喜成为Tele第一中心

支持该项目的好处

我们可以一起庆祝池田荣纱的第一个中心。

关于本项目的策划者

项目策划师
电视团队发现部


关于策划的过程和想法


为了纪念凭借第41张单曲首次获得中心位置的Eisa酱,我们推出了这个活动,吸引了很多人!


项目概况


这个项目是爱豆代理JAPAN通过这个项目,我们将以众筹的形式向所有支持这个项目的人收集捐款,并庆祝乃木坂46的池田英纱开设第一个中心。应援广告这是一个要发布的计划。



主要应援广告

应援该广告将从4月6日(接近第41张单曲的发行日期)开始在东京某电台发布。


车站海报图片


时间表

日期 内容
2026年3月3日 - 2026年3月15日 支持资金申请期限
2026年4月6日至12日 ★预定广告实施日期★

*请注意,该时间可能会根据项目的进展情况而有所不同。

检查项目进度

关注策划者X账号,查看项目进度👇

@terepanhakkenbu

关于支援金

目标金额

60,000日元(不含税)

如果支持金额超过目标金额,则追加应援广告我们将执行!

我们将告知您本项目页面、X(Twitter)等将添加的广告内容。


扶持资金如何使用

所筹集的资金将用于以下目的:

应援广告发帖

剩余资金如何使用

主办方将不会收到哪怕一日元的捐款,全部用于池田荣纱的生日活动,无法使用的盈余(最多49,999日元)将结转到下一个项目。

请放心,活动结束后我们会与您联系并提供收入和支出报告。

如果扶持资金未达到目标金额

如果该项目没有达到目标金额,我们将更改广告内容并实施。在这种情况下,我们将在此项目页面和@terepanhakkenbu 上提前通知您。

请注意,广告内容可能会发生变化。

关于退货

退货金额将含税。


每口 1,100 日元~

您可以支持任意数量的人!


关于退回的产品数据和收支报表数据

数据格式的返回项目和项目收支报表数据将由策划人员发送。

数据格式退回项目及收支报告的发送方法将由策划者于〇〇发送。

其他详情请联系策划师。


注意事项

与主办方签订保密协议后,我们将提供支持者信息,以便提供退回物品和收支报告数据。 (不包括电话号码和地址)感谢您的理解。

对于广告中包含支持者姓名的退货商品,该信息将始终写在退货栏内,因此请检查以确保其正确。请注意,即使您没有在广告中写下您的姓名,系统也会在购买时显示一个字段供您填写。

虽然以多种语言显示,但我们使用自动翻译,因此外语的表达可能会有所不同。请注意“日语”是正确的句子。

补助金额将征收消费税。付款时将添加税费。请注意,规划者可用于其项目的金额是收取的不含税金额。

 一旦您支持了我们,我们就无法取消或退款您的支持。

付款方式

扶持资金可通过以下方式支付:

信用卡(维萨卡、万事达卡、JCB、美国运通卡)

贝宝

银行转账

*如果您选择银行转账,请在付款注册后 7 天内、支持结束日期之前进行转账。如果我们无法确认转账,订单将被视为已取消。

关于联系方式

有关Kurafan的更多信息或退货查询,请联系主办方的X账户〇〇。

有关付款方式的查询,请联系爱豆代理JAPAN请。 [email protected]

常见问题

可以取消/退款吗?

对于给您带来的不便,我们深表歉意,但一旦收到您的支持,就无法取消。请您仔细考虑并支持我们。如果由于主办方或代理机构方面的问题导致该项目无法正确实施,则不适用。

如果我对项目有疑问,我应该联系谁?

请联系以上联系方式。

我可以支持多个帐户吗?另外,这样的话,退回的商品可以合并吗?

可以支持多个单位,但退货不能合并(例如,10,000 日元退货需 5,000 日元 x 2 个单位)。每笔金额都将被退回。


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SKU: 37416018097

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4.8 ★★★★★
Based on 470 reviews
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Product Reviews
T
Thomas J. Shandorf
Bozeman, US
★★★★★ 5
Comprehensive, clear and coherent!
Format: Paperback
The iTEP Practice Guide combines a no-nonsense approach to the specific iTEP tests and at the same time offers exercises that task the student with what they need to know. Exercises not only serve the purpose of scoring well, but the overall approach is communicative competence. We use the text in our group and one-to-one classes with very positive--and lasting--results.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on July 23, 2019
S
Verified Purchase
Sarah Sofía Ortiz Campos
Battle Creek, US
★★★★★ 1
No recomiendo
Format: Paperback
Muy malo, no vine completo, además se demoró mucho más de lo que decía al momento de comprarlo. Solo aplazaban la fecha de entrega sin consultar cómo afectaba al cliente. Yo tuve que presentar el examen sin el libro, porque no llegó en la fecha que decía al comprarlo y después se cambió 3 veces la fecha, casi cumpliendo el mes.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on December 30, 2025
Z
Verified Purchase
Znapp
Carnegie, US
★★★★★ 5
An absolute must for everyone dabbling with Unity 6 Game Development
Format: Paperback
Half of this book is about C# (until Chapter 6), and the other half is about actually making games. The book is very well written, and it is everything I needed to get a few problems solved with Unity 6 projects. I love how clearly things are explained, and the only thing I wish for is that I was able to spend more time delving into this while maintaining my financial status...
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on January 3, 2026
C
Christopher West
Port Orchard, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
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Reviewed in the United States on October 21, 2025
B
Blake Lynch
Los Angeles, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025

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