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

Reviewing the power-up system implementation

We were able to combine the structure of the Visitor pattern and the API features of ScriptableObjects to create a power-up mechanic that permits anyone on our project to author and configure new power-ups without writing a single line of code.

If we need to adjust how power-ups affect various components of our vehicle, we can do so by modifying a single class. So, in conclusion, we achieved a degree of scalability while keeping our code easily maintainable.

The implementations of the standard software design patterns in this book are experimental and adapted in creative ways. We are adapting them to utilize Unity API features and adjusting them for game development use cases. So we should not consider the examples to be academic or standardized references, just interpretations.