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

What this book covers

Chapter 1, Before We Begin, is a brief introduction to the contents of this book.

Chapter 2, The Game Design Document, presents the design document behind the fully playable prototype of a racing game.

Chapter 3, A Short Primer to Programming in Unity, reviews some basic C# and Unity concepts.

Chapter 4, Implementing a Game Manager with the Singletoncovers the implementation of a globally accessible game manager with the infamous Singleton pattern.

Chapter 5, Managing Character States with the State Pattern, reviews the classic State pattern and how to encapsulate the stateful behaviors of a character.

Chapter 6, Managing Game Events with the Event Bus, covers the basic principles of the Event Bus pattern and how to use it to manage global game events.

Chapter 7, Implementing a Replay System with the Command Pattern, reviews how to use the Command pattern to build a replay system for a racing game.

Chapter 8, Optimizing with the Object Pool Pattern, covers how to use Unity's native implementation of the Object Pool pattern for performance optimization.

Chapter 9, Decoupling Components with the Observer Pattern, reviews how to decouple core components with the observer.

Chapter 10, Implementing Power-Ups with the Visitor Pattern, explains how to use the Visitor pattern to implement a customizable power-up game mechanic.

Chapter 11, Implementing a Drone with the Strategy Pattern, covers how to dynamically assign attack behaviors to enemy drones with the Strategy pattern.

Chapter 12, Using the Decorator to Implement a Weapon System, explains how to use the Decorator pattern as the foundation of a weapon attachment system.

Chapter 13, Implementing a Level Editor with Spatial Partition, reviews how to use the general concepts of Spatial Partition to build a level editor for a racing game.

Chapter 14, Adapting Systems with an Adapter, covers the Adapter pattern basics and how to use it to adapt a third-party library for reuse with a new system.

Chapter 15, Concealing Complexity with a Façade Pattern, uses the Façade pattern to hide complexity and establish a clean front-facing interface for a complex arrangement of interacting components.

Chapter 16, Managing Dependencies with the Service Locator Pattern, reviews the basics of the Service Locator pattern and how to use it to implement a system that allows the registration and location of specific services at runtime.