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)
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Index

Generating Terrains with the Flyweight Pattern

In the last chapter, we used the Façade pattern to create a one-wall barrier between our client code and numerous interconnected subsystems doing complex tasks. In this chapter, we’ll take a step back from worrying about how our clients communicate with our larger project structures and dive back into the topic of efficiency. This won’t be a completely alien topic if you’ve been working through the previous chapters, but if you haven’t, I’d really encourage you to at least take a peek at Chapter 3, Spawning Enemies with the Prototype Pattern, Chapter 7, Managing Performance and Memory with Object Pooling, and Chapter 13, Making Monsters with the Type Object Pattern, before getting started here. It’s important to understand the intent behind patterns that are closely related in how they approach similar problems – intent is everything!

Like the Prototype, Object Pool, and Type Object...