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 some alternative solutions

Event systems and patterns are a vast topic, and it's a subject matter we can't cover in depth in this book. Therefore, we have prepared a shortlist of patterns to consider when implementing an event system or mechanism, but keep in mind that there's a lot more out there, and we encourage you as a reader to continue exploring the topic beyond the limited scope of this book:

  • Observer: An oldie but goodie pattern in which an object (subject) maintains a list of objects (observers) and notifies them of an internal state change. It's a pattern to consider when you need to establish a one-to-many relationship between a group of entities.
  • Event Queue: This pattern permits us to store events generated by publishers in a queue and forward them to their subscribers at a convenient time. This approach decouples the temporal relationship between publishers and subscribers.
  • ScriptableObjects: It's possible to create an event...