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

Spawning Enemies with the Prototype Pattern

In the last chapter, we dove head-first into our first design pattern – the Singleton. We talked about its strengths, weaknesses, and practical implementations with C# and Unity-specific APIs (while simultaneously trying not to vilify the poor thing). In this chapter, we’ll learn how the Prototype pattern can help you define and manage objects you want to copy while avoiding the computational overhead that comes with creating new objects (because we should all aim to be frugal programmers when it comes to memory).

The idea is to take the original object (called a – you guessed it – Prototype or prototypical instance) and return copies of it whenever needed. Think of games where procedural enemies are spawned with a base state and modified later during gameplay; it would be great if we didn’t have to create a new enemy from scratch every time they popped up to harass our character.

One important...