SKU: 2664595320

PRS SE MCCARTY 594 SINGLECUT Electric Guitar (Black Gold Sunburst)

Sale price$629.55 Regular price$699.50
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Description

PRS SE MCCARTY 594 SINGLECUT Electric Guitar (Black Gold Sunburst)Classic Features, Modern Playability With dual volume and push pull tone controls, 3 way pickup selector on the upper bout, two piece bridge, and PRS designed tuners with wing buttons, the SE McCarty 594 Singlecut is built with a classic feature set that will make players feel right at home. Its 58 15 LT S pickups were carefully designed to deliver warm, vintage inspired tone with sweetness and clarity. Whether you are looking for rich, authentic

Classic Features, Modern Playability
With dual volume and push/pull tone controls, 3-way pickup selector on the upper bout, two-piece bridge, and PRS-designed tuners with wing buttons, the SE McCarty 594 Singlecut is built with a classic feature set that will make players feel right at home. Its 58/15 LT “S” pickups were carefully designed to deliver warm, vintage-inspired tone with sweetness and clarity. Whether you are looking for rich, authentic humbucking tones or nuanced, sweet single coils, the SE McCarty 594 Singlecut can master both sonic territories with ease.

Other specifications include a bound 22-fret, 24.594” scale length Pattern Vintage neck and slightly thicker back for sustain.

Designed to capture the heart of the McCarty family of instruments, the SE McCarty 594 Singlecut is a high-quality workhorse instrument.

PRS Two-Piece Bridge
Made of zinc and brass, this bridge has four contact points and added mass, enhancing the natural tone of the guitar and helping to create a more resonant instrument.

PRS Designed Tuners with Wing Buttons
Designed to PRS’s specifications, these lightweight tuners provide precise tuning and won’t dampen your tone.

PRS 58/15 LT “S”
“Low turn” pickups with vintage warmth and welcome clarity, designed to PRS’s specifications.

Specifications

Body
Body Construction Solidbody
Top Wood Maple
Veneer Flame Maple
Back Wood Mahogany
Top Carve Shallow Violin
Neck
Number of Frets 22
Fret Wire PRS SE Jumbo
Width of Fret Crown .110"
Height of Fret Crown .055"
Scale Length 24.594”
Neck Wood Bound Mahogany
Neck Construction Multi-Ply
Truss Rod PRS Double-Acting
Neck Shape Pattern Vintage
Neck Depth at the 1/2 Fret 7/8"
Neck Depth at the 12 1/2 Fret 63/64"
Neck Width at the Nut 1 11/16"
Neck Width at the Body 2 1/4"
Fretboard Wood Rosewood
Fretboard Radius 10"
Fretboard Inlay Birds
Headstock Logo Signature "SE"
Neck/Body Assembly
Neck/Body Assembly Type Set
Hardware
Bridge PRS Two-Piece
Tuners PRS Designed Tuners w/ Wing Buttons
Hardware Type Nickel
Nut PRS
Truss Rod Cover "McCarty 594"
Electronics
Treble Pickup 58/15 LT "S"
Bass Pickup 58/15 LT "S"
Controls Two Volume and Two Push/Pull Tone Controls with 3-Way Toggle Pickup Switch on Upper Bout
Additional Info
Strings PRS Classic 10-46
Tuning Standard (6 String): E, A, D, G, B, E
Case Gig Bag
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SKU: 2664595320

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David
Dallas, US
★★★★★ 5
Highly Readable and Authoritative
Format: eTextbook
I had the pleasure of being introduced to this book by a professor in graduate school. Anderson's book is very readable for those who are getting started with security engineering. I found that going at a pace of a chapter each week or so was good for me to really digest the content. I'm about half-way through! I also recommend ching out the website for the book. It has PDF samples as well.
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Reviewed in the United States on January 6, 2022
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mohammed
Massapequa, US
★★★★★ 5
We need more people like Ross!
Format: eTextbook
Ross work is must-read for people who are enthusiasts about security or professionals in the field.
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Reviewed in the United States on December 28, 2021
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Znapp
Lowell, 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...
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Reviewed in the United States on January 3, 2026
C
Christopher West
Pawtucket, 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
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Blake Lynch
Waukegan, 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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