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
Other Books You May Enjoy
22
Index

Summary

Phew! That was a lot to cover, but we made it through the Command pattern with flying colors! This one takes a little while to digest, especially if you’ve come across examples in the wild that didn’t distinguish between reusable and coupled commands (i.e., commands with and without state information). However, knowing how to implement the pattern correctly for different scenarios is key not just to the Command pattern, but to all design patterns (as we progress through the book, you’ll hear me bang on that over and over).

Remember, the Command pattern is useful when you want to create actions that are treated like objects. There are two types of commands, reusable and coupled: reusable commands are interchangeable actions that can work on any receiving object while coupled commands are unique actions that store state information and are bound to their receiving object. Commands can be stored or queued to be triggered later or in sequence and are perfectly...