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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Index

A word on scope

The last topic we’ll cover in our service locator deep dive is scope, which comes down to how you manage what services are being registered, where the registration is happening, and how the locator is accessed – all depending on context.

Singleton Service Locators

For starters, everything we did with our BasicLocator and GenericLocator classes can be made into a singleton. This approach would give you more control over how the locator object is created and configured, which is especially helpful in Unity if you want to create GameObject locators from scratch. Since we’ve already gone through the myriad ways of accomplishing such a feat in Chapter 2, Managing Access with the Singleton Pattern, I’d encourage you to head back to the beginning of our adventure and see what new perspective hits you.

Grouping services

If you go the Singleton route, we’ll run into issues when testing because we’ll always get the same...