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

Decoupling Systems with the Observer Pattern

In the last chapter, we encapsulated actions into objects and implemented an undo/redo system using the Command pattern. In this chapter, we’ll create an event handling system to separate the object sending information from the object, or objects, receiving that information. You’ve likely encountered the Observer pattern without even knowing it, as most languages use event systems under the hood to facilitate communication between objects. You shouldn’t be starting from ground zero for the theory on this one (and even if you are, we’ll get you on track in no time).

At its core, the Observer pattern is a syncing machine – when data changes in one object, you want to keep any objects relying on that information up to date. If you’ve ever wrestled with keeping data in tune with how it’s displayed in a UI, you’ve already figured out the Observer pattern’s most popular use case...