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

Adding GameObjects to the mix

GameObjects are a fundamental part of any Unity game, which makes them an essential addition to our Factory pattern implementation. For our example, we’re going to add GameObjects to each Creator class variation we’ve already built so the items not only have a code component but also appear in the game scene.

Because the main building block of our item classes is the IItem interface, we’re going to make each of our concrete items a MonoBehaviour so Unity treats them as components. We’ll use the factories to instantiate new GameObjects based on the pre-made models in the starter project and show you how to build up complex objects from scratch. In an ideal world, we would have the item classes own their own GameObjects, but C# doesn’t allow interfaces to have instance fields.

If you’re asking yourself why I don’t just add an instance field to each item class and assign it a GameObject in its...