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
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22
Index

Preface

Design patterns have been around for a very, very long time (decades in fact), lighting the way through dark and troubled waters where scale, flexibility, access, communication, and optimization try to capsize your best coding efforts at every turn. You’ll see these concepts taught and embedded in most, if not all, Computer Science curriculums around the world, but they’re conspicuously missing from many a young game programmers toolkit (mine included when I first started out).

Maybe these skills are traditionally taught by more experienced developers and mentors over the course of a programmer’s career. Maybe games are supposed to be fun to make, leaving the more serious work to the engineers who specialize in creating large accounting systems, traffic monitoring algorithms, or global trading platforms. Maybe this skill gap has simply been overlooked in favor of game mechanics and amazing animations (not that those aren’t important bits – we’d be nowhere without them).

Whatever the reason, we need to break the current pattern of sending young developers off into the wilds with swords but no potions and start training for reality – a reality where games are still only play, but the underlying game systems need to be just as complex, flexible, and well architected as the software products we use in our daily lives!