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Game Development Patterns with Unity 2021

You're reading from   Game Development Patterns with Unity 2021 Explore practical game development using software design patterns and best practices in Unity and C#

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Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
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Author (1):
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David Baron David Baron
Author Profile Icon David Baron
David Baron
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Table of Contents (22) Chapters Close

Preface 1. Sections 1: Fundamentals
2. Before We Begin FREE CHAPTER 3. The Game Design Document 4. A Short Primer to Programming in Unity 5. Section 2: Core Patterns
6. Implementing a Game Manager with the Singleton 7. Managing Character States with the State Pattern 8. Managing Game Events with the Event Bus 9. Implement a Replay System with the Command Pattern 10. Optimizing with the Object Pool Pattern 11. Decoupling Components with the Observer Pattern 12. Implementing Power-Ups with the Visitor Pattern 13. Implementing a Drone with the Strategy Pattern 14. Using the Decorator to Implement a Weapon System 15. Implementing a Level Editor with Spatial Partition 16. Section 3: Alternative Patterns
17. Adapting Systems with an Adapter 18. Concealing Complexity with a Facade Pattern 19. Managing Dependencies with the Service Locator Pattern 20. About Packt 21. Other Books You May Enjoy

Technical requirements

This chapter is hands-on. You will need to have a basic understanding of Unity and C#. We will be using the following Unity engine and C# language concepts:

  • Interfaces
  • ScriptableObjects

If you are unfamiliar with these concepts, please review them before starting this chapter. The code files for this chapter can be found on https://github.com/PacktPublishing/Game-Development-Patterns-with-Unity-2021-Second-Edition/tree/main/Assets/Chapters/Chapter10.

Check out the following video to see the code in action: https://bit.ly/3eeknGC.

We often use ScriptableObjects in the code examples of this book because when building game systems and mechanics, it is essential to make them easily configurable by non-programmers. The process of balancing systems and authoring new ingredients usually falls under the responsibility of game and level designers. Therefore, we use ScriptableObjects because it offers a consistent way of establishing an authoring pipeline to create...
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