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

C# language features

Languages features such as events and delegates might be too advanced for beginners, so if you consider yourself in that category, don't worry; you can still enjoy this book. Just read the beginner-level chapters such as the ones that explain patterns such as Singleton, State, Facade, and Adapter.

The following C# advanced language features are fundamental to the optimal implementation of some design patterns that we will be implementing in the upcoming chapters:

  • Static: Methods and members of a class with the static keyword can be accessed directly with its name and without initializing an instance. Static methods and members are helpful because they are easily accessible from anywhere in your code. The following example showcases a class that uses the keyword to establish a globally accessible event bus:
using UnityEngine.Events;
using System.Collections.Generic;

namespace Chapter.EventBus
{
public class RaceEventBus
{
private static readonly
...