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 a Game Manager with the Singleton

In this first hands-on chapter, we will review one of the most infamous software design patterns in the field of programming, the Singleton. It could be argued by many that the Singleton is the most widely used pattern among Unity developers, maybe because it's the most straightforward pattern to learn. But it can also quickly become the "duct tape" in our programming toolbox that we reach for every time we need a quick fix for a complex architectural problem.

For instance, when using this pattern, we can quickly establish a simple code architecture revolving around wrapping and managing all the core systems of our game in individual manager classes. Then we could have these managers expose clean and straightforward interfaces that will conceal the inner complexity of the systems. Also, to make sure that these managers...