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

Unity engine features 

Unity is a fully featured engine, including a comprehensive scripting API, an animation system, and many additional features for game development. We can't cover them all in this book, so I will only list the core Unity components that we will be using in the upcoming design pattern chapters:

  • Prefabs: A prefab is a prefabricated container of assembled GameObjects and components. For example, you can have individual prefabs for each type of vehicle in your game and dynamically load them in your scene. Prefabs permit you to construct and organize reusable game entities as building blocks.
  • Unity Events and Actions: Unity has a native event system; it's very similar to the C# event system but with extra engine-specific features, such as the ability to view and configure them in the Inspector.
  • ScriptableObjects: A class that derives from the ScriptableObject base class can act as a data container. The other native Unity base class, named MonoBehaviour...