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)
Sections 1: Fundamentals
Section 2: Core Patterns
Section 3: Alternative Patterns
About Packt

Implementing the weapon system

Many steps need to be performed as we have a lot of code to review together:

  1. To start, we are going to implement the BikeWeapon class. Because it's quite long, we will split it up into three segments:
using UnityEngine;
using System.Collections;

namespace Chapter.Decorator
public class BikeWeapon : MonoBehaviour
public WeaponConfig weaponConfig;
public WeaponAttachment mainAttachment;
public WeaponAttachment secondaryAttachment;

private bool _isFiring;
private IWeapon _weapon;
private bool _isDecorated;

void Start()
_weapon = new Weapon(weaponConfig);

The first segment is the initialization code. Note that we are setting the weapon's configuration at the Start().

For the second segment of the class, it is just GUI labels that will help us with debugging:

void OnGUI()
GUI.color =;

GUI.Label (
new Rect (5, 50, 150, 100),