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

Reviewing alternative solutions

In an actual production context, and if time permits, I would build our game's level editor differently. I would instead design a top-down track editor that would allow the level designers to draw rails and drag and drop obstacles on them. The designers would then be able to save their work in a serialized format.

Then, using spatial-partitioning principles, the tracks would be automatically divided into segments by the TrackController class and put into an object pool. This approach would automate the process of generating individual segments while optimizing the spawning process.

Consequently, the designers would not have to author individual segments as prefabs, and they could design new tracks while visualizing the entire layout in an editor.

When I'm building tools and setting up integration pipelines, my end goal is always automation. I always try to automate myself out of a job so that I don't waste time on manual tasks.