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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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Author (1):
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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

I know this was a lot of logistics and theory to get through – congratulations on sticking with it even if you were itching to start coding. This chapter has a lot of useful resources and content that you can (and should) refer to as you continue your design pattern adventure. Remember, we defined good software as flexible, reusable, and maintainable, so keep that at the forefront of your mind when reading each chapter.

Design patterns are internal systems that solve specific problems, and half the battle is matching the problem you have to the pattern that solves it best. There’s a time and place to use design patterns, but overusing (or misusing) them can lead to complexity you don’t need and time costs you don’t have to spend. Your ultimate job (which is down to me) is to come out of the other end of this book literate in the language of design patterns.

In the next chapter, we’ll dive into our first official design pattern – the Singleton pattern – and get a taste of thinking in systems!

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