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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
Languages
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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

Reviewing alternative solutions

In an actual production context, and if time permits, I would build our game's level editor differently. I would instead design a top-down track editor that would allow the level designers to draw rails and drag and drop obstacles on them. The designers would then be able to save their work in a serialized format.

Then, using spatial-partitioning principles, the tracks would be automatically divided into segments by the TrackController class and put into an object pool. This approach would automate the process of generating individual segments while optimizing the spawning process.

Consequently, the designers would not have to author individual segments as prefabs, and they could design new tracks while visualizing the entire layout in an editor.

When I'm building tools and setting up integration pipelines, my end goal is always automation. I always try to automate myself out of a job so that I don't waste time on manual tasks.
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