Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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#

Arrow left icon
Product type Paperback
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Length 246 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
David Baron David Baron
Author Profile Icon David Baron
David Baron
Arrow right icon
View More author details
Toc

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

What this book covers

Chapter 1, Before We Begin, is a brief introduction to the contents of this book.

Chapter 2, The Game Design Document, presents the design document behind the fully playable prototype of a racing game.

Chapter 3, A Short Primer to Programming in Unity, reviews some basic C# and Unity concepts.

Chapter 4, Implementing a Game Manager with the Singletoncovers the implementation of a globally accessible game manager with the infamous Singleton pattern.

Chapter 5, Managing Character States with the State Pattern, reviews the classic State pattern and how to encapsulate the stateful behaviors of a character.

Chapter 6, Managing Game Events with the Event Bus, covers the basic principles of the Event Bus pattern and how to use it to manage global game events.

Chapter 7, Implementing a Replay System with the Command Pattern, reviews how to use the Command pattern to build a replay system for a racing game.

Chapter 8, Optimizing with the Object Pool Pattern, covers how to use Unity's native implementation of the Object Pool pattern for performance optimization.

Chapter 9, Decoupling Components with the Observer Pattern, reviews how to decouple core components with the observer.

Chapter 10, Implementing Power-Ups with the Visitor Pattern, explains how to use the Visitor pattern to implement a customizable power-up game mechanic.

Chapter 11, Implementing a Drone with the Strategy Pattern, covers how to dynamically assign attack behaviors to enemy drones with the Strategy pattern.

Chapter 12, Using the Decorator to Implement a Weapon System, explains how to use the Decorator pattern as the foundation of a weapon attachment system.

Chapter 13, Implementing a Level Editor with Spatial Partition, reviews how to use the general concepts of Spatial Partition to build a level editor for a racing game.

Chapter 14, Adapting Systems with an Adapter, covers the Adapter pattern basics and how to use it to adapt a third-party library for reuse with a new system.

Chapter 15, Concealing Complexity with a Façade Pattern, uses the Façade pattern to hide complexity and establish a clean front-facing interface for a complex arrangement of interacting components.

Chapter 16, Managing Dependencies with the Service Locator Pattern, reviews the basics of the Service Locator pattern and how to use it to implement a system that allows the registration and location of specific services at runtime.

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image