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 of the Event Bus pattern

The benefits of the Event Bus pattern are as follows:

  • Decoupling: The main benefit of using an event system is that it decouples your objects. Objects can communicate through events instead of directly referencing each other.
  • Simplicity: The Event Bus offers simplicity by abstracting the mechanism of publishing or subscribing to an event from its clients.

The drawbacks of the Event Bus pattern are as follows:

  • Performance: Under the hood of any event system, there's a low-level mechanism that manages messaging between objects. And so there might be a slight performance cost when using an event system, but depending on your target platform, it could be minuscule.
  • Global: In this chapter, we implement the Event Bus with static methods and properties to make it easier to access from anywhere in our code. There is always a risk when using globally accessible variables and states as they can make debugging and unit...