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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
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Author (1):
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David Baron David Baron
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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

Benefits and drawbacks of the Event Bus pattern

The benefits of the Event Bus pattern are as follows:

  • Decoupling: The main benefit of using an event system is that it decouples your objects. Objects can communicate through events instead of directly referencing each other.
  • Simplicity: The Event Bus offers simplicity by abstracting the mechanism of publishing or subscribing to an event from its clients.

The drawbacks of the Event Bus pattern are as follows:

  • Performance: Under the hood of any event system, there's a low-level mechanism that manages messaging between objects. And so there might be a slight performance cost when using an event system, but depending on your target platform, it could be minuscule.
  • Global: In this chapter, we implement the Event Bus with static methods and properties to make it easier to access from anywhere in our code. There is always a risk when using globally accessible variables and states as they can make debugging and unit...
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