Book Image

Learning Design Patterns with Unity

By : Harrison Ferrone
Book Image

Learning Design Patterns with Unity

By: Harrison Ferrone

Overview of this book

Struggling to write maintainable and clean code for your Unity games? Look no further! Learning Design Patterns with Unity empowers you to harness the fullest potential of popular design patterns while building exciting Unity projects. Through hands-on game development, you'll master creational patterns like Prototype to efficiently spawn enemies and delve into behavioral patterns like Observer to create reactive game mechanics. 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 2023 book, the way you develop Unity games will change. You'll emerge not just as a more skilled Unity developer, but as a well-rounded software engineer equipped with industry-leading design patterns.
Table of Contents (23 chapters)
21
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22
Index

Summary

We’ve covered a lot in this chapter and, at this point, you might be wondering whether the State pattern and FSMs have become too tangled up together to be of any real use. Just know that I used FSMs in this chapter not to confuse you, but to show you that the State pattern can be used in situations where your states are largely static (meaning the transitions don’t play a major part, like a network connection being active or closed) and when your states are dependent on their transitions (like in a character controller or turn-based battle system). Both implementations are correct and useful, especially when combined to fit your project!

Remember, the State pattern is best suited for breaking bloated decision trees into standalone behaviors with each concrete state determining how it behaves when it’s activated, while it’s running, and when it ends. Hierarchical state machines can share common behaviors across different states while concurrent...