SKU: 30802668358
uppababy henry blue marl

uppababy henry blue marl 2018 UPPAbaby Vista Stroller -Henry (Blue Marl/Silver/Saddle Leather)

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Description

uppababy henry blue marl 2018 UPPAbaby Vista Stroller -Henry (Blue Marl/Silver/Saddle Leather)Why I like it: When we had 2 under the age of 2, we were in need of a stroller that had the ability to be a double, plus allowed a carseat to be clipped into it, and the Vista was our top choice. It's so easy to fold up, has a huge under carriage for storage, and was able to fit all 3 of our kids with the ride on board. Brand: UPPAbaby Color: Blue Marl Silver Leather Features: Includes bassinet, full size front or rear facing toddler seat with multi


Why I like it: When we had 2 under the age of 2, we were in need of a stroller that had the ability to be a double, plus allowed a carseat to be clipped into it, and the Vista was our top choice. It's so easy to fold up, has a huge under carriage for storage, and was able to fit all 3 of our kids with the ride-on board.

Brand: UPPAbaby

Color: Blue Marl/Silver/Leather

Features:

  • Includes bassinet, full size front or rear facing toddler seat with multi-position recline, toddler seat rain and bug shields, and bassinet bug shield and storage bag
  • Compatible with MESA Infant Car Seat - direct attachment, no adapters necessary; Compatible with select Chicco and Maxi-Cosi infant car seats when using adaptors (car seats and adaptors sold separately)
  • Longer bassinet mattress pad with ventilation for added breathability
  • One-step fold with or without seat attached
  • Extendable sun canopy with SPF 50+ visor
  • X-Large, easy-access basket holds up to 30lbs
  • Dimensions Unfolded (LxWxH): 36" x 25.7" x 39.5". Folded with seat attached: 17.3" x 25.7" x 33". Folded without seat attached: 16.8" x 25.7" x 33"

Binding: Baby Product

Release Date: 09-11-2017

Details: With more than a dozen configurations, the versatile UPPAbaby VISTA transforms into any stroller you need it to be, whether you're strolling with a single child, siblings or twins. Start with one child in a bassinet, infant car seat, or the Toddler Seat she'll use until she no longer needs a stroller. When your family grows, add a second seat—and even a glider board to take a third child along for the ride. Robust suspension in the VISTA frame and wheels provide smooth handling over uneven terrain, while a one-step, standing fold makes for convenient entries and exits during errands. The VISTA offers a reversible seat, a height-adjustable canopy, a near-flat recline, and tons of storage space. No wonder it's one of the most popular strollers on the market. Dimensions: Unfolded: 36 x 25.7 x 39.5 inches , Folded with seat attached : 17.3 x 25.7 x 33 inches , Folded without seat attached : 16.8 x 25.7 x 33 inches . Weight recommendation : Bassinet suitable from birth , up to 20 pounds or until infant can push up on hands and knees , whichever comes first. Toddler Seat suitable from 3 months to 50 pounds

EAN: 0817609017830

Package Dimensions: 33.2 x 24.5 x 17.0 inches

Languages: English

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SKU: 30802668358

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4.4 ★★★★★
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Verified Purchase
Ryan
Grantham, US
★★★★★ 1
One Star
Format: Paperback
Exactly the same as the free PDF I downloaded online for my student, only this costs $26 plus tax.
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Reviewed in the United States on April 3, 2017
C
Verified Purchase
Christopher West
Bozeman, US
★★★★★ 5
A Treasure Trove for Aspiring Game Developers! From Concepts to Mastery!
Format: Paperback
As someone who has spent nearly two decades deep within the intricate world of C# software development, delving into game development was like stepping into a new dimension, filled with its unique set of challenges and learning curves. It’s an entirely different ball game, albeit an exciting one. My preference for Unity, primarily because of its compatibility with C#, brought me to Scott Tykoshi’s "Mastering Game Design with Unity 2021," and what an enlightening journey it has been! Bridging the Knowledge Gap: The book acts as a bridge between my extensive experience in software engineering and the nuances of game development. Scott has a talent for making complex concepts accessible, and the depth of knowledge shared in this book is invaluable for anyone willing to expand their horizons within the game development ecosystem. Comprehensive and Well-Structured: This book isn’t just a guide; it’s a comprehensive repository of information. It meticulously covers a myriad of topics such as immersive workflows, visual scripting, physics engine, GameObjects, player progression, and publishing. The structured approach helps in assimilating each concept thoroughly before moving on to the next, allowing for a gradual and solid build-up of knowledge. Enlightening Insights into Unity: Being a C# aficionado, Unity was my platform of choice, and this book has only deepened my appreciation for it. It's enlightening to see the seamless integration and the versatility that Unity offers, especially through Scott’s detailed and clear explanations. The practical insights and the in-depth exploration of Unity’s capabilities have empowered me to leverage the platform to its fullest potential. Practical Approach to Learning: Scott Tykoshi’s method of blending theory with practical examples is a boon for learners. The real-world applications and practical exercises resonate well with my learning style, providing a hands-on experience that is crucial for mastering game design. The examples are well-thought-out, relevant, and inject a dose of reality into the theoretical aspects, making the learning process engaging and effective. From Novice to Master: "Mastering Game Design with Unity 2021" lives up to its name, taking the reader on a journey from the basics to the advanced intricacies of game design. Whether it’s understanding the nuances of player progression or getting to grips with visual scripting, the book lays out a clear path for achieving mastery in game design. Conclusion: For seasoned software engineers like myself, making the transition into game development can seem daunting, but "Mastering Game Design with Unity 2021" by Scott Tykoshi has been a beacon of knowledge, guiding me through uncharted territories with ease and clarity. It’s more than just a book; it’s a mentor, a guide, and a companion in the thrilling journey of game development. If Unity and game design are on your radar, consider this book your roadmap to mastery. Whether you’re just dipping your toes in or ready to dive deep, Scott’s insights will illuminate your path and elevate your game design skills to new heights.
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Reviewed in the United States on September 22, 2023
A
Verified Purchase
Aurélien
Louisville, US
★★★★★ 5
Great Book for Project-Based Learning
Format: Paperback
As a Unity Instructor I can say the book is really amazing I was expecting that I'd face a basic book, but instead, the book is very complete, even having AR and VR chapters totally adapted to the new version of Unity, which makes it one of the best books to master Unity (if not the best).
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Reviewed in the United States on December 19, 2022
B
Bradley Wardell
Draper, US
★★★★★ 5
Thorough and approachable
Format: Paperback
Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Reviewed in the United States on February 20, 2023
M
Verified Purchase
Mike Athey
Draper, US
★★★★★ 2
Content seems good, but support files/code are insufficient, and the code seems illogical in places
Format: Paperback
This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023

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