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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

Further reading

  • Interfaces are a great way to create groups of related functionality (with or without default implementations) that can be adopted by any class or struct. These are especially handy when you want to have a class inherit from multiple groups of functionality, which is called object composition. For more information, check out the documentation at https://learn.microsoft.com/en-us/dotnet/csharp/fundamentals/types/interfaces.
  • PlayerPrefs lets you easily store preference data in string, float, or integer format between game sessions in Unity. However, this system is not encrypted, so it’s not recommended for storing sensitive information. I’d encourage you to check out the documentation for a deeper dive at https://docs.unity3d.com/ScriptReference/PlayerPrefs.html.
  • ScriptableObjects are the perfect way to create data containers in your Unity projects (and we’ll use them in almost every chapter going forward), but I’d also...
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