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

Benefits and drawbacks

These are some of the benefits of the Singleton pattern:

  • Globally accessible: We can use the Singleton pattern to create a global access point to resources or services.
  • Control concurrency: The pattern can be used to limit concurrent access to shared resources.

These are some of the drawbacks of the Singleton pattern:

  • Unit testing: If overly used, the Singleton can make unit testing very difficult. We might end up with Singleton objects being dependent on other Singletons. If one is missing at any moment, the chain of dependency gets broken. This issue often happens when combining Facade and Singleton to set up front-facing interfaces to core systems. We end up with an array of manager classes, each managing a specific core component of the game, all dependent on each other to function. Therefore, it becomes impossible to test and debug in isolation.
  • Laziness: Because of its ease of use, the Singleton is a pattern that can quickly instill faulty programming...