Unity is a fully featured engine, including a comprehensive scripting API, an animation system, and many additional features for game development. We can't cover them all in this book, so I will only list the core Unity components that we will be using in the upcoming design pattern chapters:
- Prefabs: A prefab is a prefabricated container of assembled GameObjects and components. For example, you can have individual prefabs for each type of vehicle in your game and dynamically load them in your scene. Prefabs permit you to construct and organize reusable game entities as building blocks.
- Unity Events and Actions: Unity has a native event system; it's very similar to the C# event system but with extra engine-specific features, such as the ability to view and configure them in the Inspector.
- ScriptableObjects: A class that derives from the ScriptableObject base class can act as a data container. The other native Unity base class, named MonoBehaviour...