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 a Service Locator pattern

We are going to implement a basic Service Locator pattern to expose three specific services, as follows:

  • Logger: A service that acts as a facade to a centralized logging system
  • Analytics: A service that sends custom analytical information to a backend to provide insight on player behavior
  • Advertisement: A service that pulls video advertisements (ads) from a network and displays them to monetize the game's content at specific moments

We are adding these services to the registry of the Service Locator pattern because of their following characteristics:

  • They offer a specific service.
  • They need to be accessible from anywhere in the code base.
  • They can be mocked or removed without causing any regression in the gameplay code.

As we are going to see from the following code example, implementing a basic Service Locator pattern is a straightforward process. These are the steps we'll take:

  1. Let's start by implementing the most...