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

When to use the Service Locator pattern

The question on when to use the Service Locator pattern is self-explanatory, based on its description. For example, if you have a list of services that you dynamically need to access but want to encapsulate the process involved in obtaining them, then this pattern can offer a solution.

But another aspect we should consider when contemplating using the Service Locator pattern is when not to use it. Because a Service Locator pattern is usually globally accessible, as its name implies, it should locate and provide access to services. Then, we should use it only to expose services that have a global scope.

For instance, we need to access the heads-up display (HUD) to update one of its user interface (UI) components. Should we consider the HUD a global service that should be accessible through the Service Locator pattern? The answer should be no, as the HUD only appears during certain parts of the game and should be accessible only by particular components...