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  • Book Overview & Buying Learning Design Patterns with Unity
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Learning Design Patterns with Unity

Learning Design Patterns with Unity

By : Harrison Ferrone
4.8 (31)
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Learning Design Patterns with Unity

Learning Design Patterns with Unity

4.8 (31)
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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21
Other Books You May Enjoy
22
Index

Breaking down the pattern

First, it’s important to recognize scenarios where the Singleton pattern is useful and doesn’t just add unnecessary complexity to your code. The original Gang of Four text says you should consider using the Singleton pattern when:

You need to limit a class to a single instance and have that unique instance be accessible to clients through a global access point.

For example, your computer should only have one filesystem, in the same way that your body should only have one heart (for best performance). A global variable can take care of the accessibility, and in the case of C#, a static variable fits the bill nicely. When you put it all together, a singleton class is responsible for initializing, storing, and returning its own unique instance, as well as protecting against duplicate instance requests.

Figure 2.1 describes a game scenario where a manager script stores game state data and maybe some shared functionality.

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