Book Image

Game Development Patterns with Unity 2021 - Second Edition

By : David Baron
Book Image

Game Development Patterns with Unity 2021 - Second Edition

By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. 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 book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt

Implementing the Object Pool pattern

Before starting this section, it would be a good idea to read the official API documentation for the IObjectPool<T0> class under the UnityEngine.Pool namespace at the following link:

https://docs.unity3d.com/2021.1/Documentation/ScriptReference/Pool.ObjectPool_1.html

We will try to avoid getting bogged down by API specifications while implementing the following code example. Instead, we will focus on critical elements directly related to the core concepts of object pooling. Also, native object pooling is a relatively new Unity API feature, hence it might be subject to changes and updates. Thus, it would be wise to keep an eye on the documentation in the short term.