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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 2. Managing Access with the Singleton Pattern FREE CHAPTER 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

Summary

If this was your first foray into design patterns, congrats and welcome to the club! We’ve covered quite a bit in this chapter, from a super-vanilla singleton hardcoded into a single class all the way to lazy instantiation, generics, and thread safety – not to mention using ScriptableObject assets as containers for design pattern code.

Keep in mind that your singleton classes are most useful when you only want a single class instance, a global point of access, and persistence throughout the Unity game lifecycle. You have the choice of lazily instantiating your singleton objects, which helps with accessing information your project may only have after compiling (not to mention the singleton itself won’t be created until it’s needed). You can also go for a generic solution, which can be a subclass or even a ScriptableObject!

However, it’s important to remember that any globally accessible objects can have adverse effects if you’...

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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