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Learning Design Patterns with Unity

You're reading from   Learning Design Patterns with Unity Learn the secret of popular design patterns while building fun, efficient games in Unity 2023 and C#

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Length 676 pages
Edition 1st Edition
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (23) Chapters Close

Preface 1. Priming the System FREE CHAPTER 2. Managing Access with the Singleton Pattern 3. Spawning Enemies with the Prototype Pattern 4. Creating Items with the Factory Method Pattern 5. Building a Crafting System with the Abstract Factory Pattern 6. Assembling Support Characters with the Builder Pattern 7. Managing Performance and Memory with Object Pooling 8. Binding Actions with the Command Pattern 9. Decoupling Systems with the Observer Pattern 10. Controlling Behavior with the State Pattern 11. Adding Features with the Visitor Pattern 12. Swapping Algorithms with the Strategy Pattern 13. Making Monsters with the Type Object Pattern 14. Taking Data Snapshots with the Memento Pattern 15. Dynamic Upgrades with the Decorator Pattern 16. Converting Incompatible Classes with the Adapter Pattern 17. Simplifying Subsystems with the Façade Pattern 18. Generating Terrains with the Flyweight Pattern 19. Global Access with the Service Locator Pattern 20. The Road Ahead 21. Other Books You May Enjoy
22. Index

When to use design patterns

You know you’re doing something interesting when the answer to the question of why or when is both maddeningly simple and complex. The answer you’ll hear the most about design patterns is that you should only use them when they’re needed. Helpful, right?

The easiest way to know if you should use a design pattern is if you identify a concrete problem area in your code. Symptoms of a problem include code smells like tightly coupled classes, monolithic subclass hierarchies, and dependencies on specific operations, object representations, and hardware. Hardware and software dependencies are particularly acute in game development when you need to port your code to different devices or systems.

NOTE

If code smells are a new concept, don’t worry, they’re just a fancy industry term for characteristics of your code that might point to a deeper problem. Code smells can include huge, bloated classes, misuse of Object-Oriented principles, changes in one place necessitating changes in other places in your application, and excessively coupled objects.

All those symptoms are related to the idea of designing for change, and how easy or hard it is to make changes to your code. This is a topic we’ll explore with each pattern individually, but here are a few high-level red flags to look out for:

  • Is a class hard to add to or maintain?
  • How much knowledge does the programmer making a change need to have of the entire system they are working on?
  • Is it difficult to create slightly different objects from existing classes?
  • Does a change in one area crash a secondary or even unrelated part of the codebase?
  • Can your code satisfy an operational request in only one way?
  • If you’re working with algorithms, does changing the implementation break the object using the algorithm?

If any of these questions ring a bell, then your code could use some design pattern love. But design patterns aren’t all fun and games (pun intended); there are pitfalls with any tool – software or physical – that we have to address before diving in.

You have been reading a chapter from
Learning Design Patterns with Unity
Published in: May 2024
Publisher: Packt
ISBN-13: 9781805120285
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