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

When to use the Event Bus

I have used the Event Bus in the past for the following:

  • Rapid prototyping: I use the Event Bus pattern often when rapidly prototyping new game mechanics or features. With this pattern, I can easily have components that trigger each other's behaviors with events while keeping them decoupled. This pattern permits us to add and remove objects as subscribers or publishers with a single line of code, which is always helpful when you want to prototype something quickly and easily.
  • Production code: I use the Event Bus in production code if I can't find a justifiable reason to implement a more sophisticated approach to managing game events. It's a pattern that does the job well if you don't need to handle complex event types or structures.

I would avoid using a globally accessible Event Bus like the one presented in this chapter to manage events that don't have a "global scope." For instance, if I have a UI component in the HUD that...