Book Image

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
Book Image

Game Development Patterns with Unity 2021 - Second Edition

By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt
Decoupling Components with the Observer Pattern

A common challenge in Unity development is to find elegant ways to decouple components from each other. It's a significant hurdle to overcome when writing code in the engine as it offers us so many ways to reference components through the API and the Inspector directly. But this flexibility can come with a price, and it can make your code fragile since, in some instances, it can take a single missing reference to break your game.

So, in this chapter, we will use the Observer pattern to set up relationships with core components. These relationships will be mapped by assigning objects the role of the Subject or Observer. This approach will not altogether remove coupling between our components but will loosen it up and organize it logically. It will also establish an event handling system with a one-to-many structure, which is...