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

Reviewing alternative solutions

There's one glaring issue with the code examples presented in this chapter. We encapsulated attack maneuver behaviors into distinct strategy classes, but each maneuver is nothing more than a single animation running on a loop. So, in an actual game project that's been built by a production team that includes animators, I would not have animated the enemy drones in code by using coroutines or even a Tween animation engine. Instead, I would ask an animator to author some detailed attack maneuver animations in an external authoring tool and then import them into Unity as animation clips. I would then have used Unity's native animation system and its state machine feature to assign attack maneuver animations to a drone dynamically.

Using this approach, I would have gained quality in the animations and the flexibility of transitioning smoothly from one attack behavior to another, if I decide that the drones can switch attacks when an internal...