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

Technical requirements

Before you start:

  1. Download or clone the GitHub repository at https://github.com/PacktPublishing/C-Design-Patterns-with-Unity-First-Edition
  2. Open the Ch_13_Starter project folder in Unity Hub
  3. In Assets > Scenes, double-click on SampleScene

The project for this chapter is a simple scene with three prefab objects in front of the camera and a Client ready to print out data to the console. Since this pattern is all about data (and not so much behavior-focused), our debug logs are an important part of learning how the code works before getting into Unity implementations.

As for the scripts:

  • Client.cs is a blank slate attached to a Client object in the scene.
  • Monster.cs has private properties and a public method for printing them out – this will be our Typed Object (or Instance Object, as we’ll call it, to avoid confusion).
  • Pokemon.cs is a MonoBehaviour attached to the Pokemon prefab.
  • ...