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

Understanding the Command pattern

Imagine a platform game in which you can jump over obstacles when you press the space bar. In this scenario, every time you press that input key, you are asking the character on the screen to change states and perform a jump action. In code, we could implement a simple InputHandler, which would listen for a space bar input from the player, and when the player hits it, we would call CharacterController to trigger the jump action. 

The following very simplified pseudo-code sums up what we have in mind:

using UnityEngine;
using System.Collections;

public class InputHandler : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown("space"))
{
CharacterController.Jump();
}
}
}

As we can see, this approach can get the job done, but if we wanted to record, undo, or replay an input from the player at a later time, it could become complicated. However, the Command pattern permits us to decouple the object that invokes...