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Mastering Unity Game Development with C#

You're reading from   Mastering Unity Game Development with C# Harness the full potential of Unity 2022 game development using C#

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Product type Paperback
Published in Jul 2024
Publisher Packt
ISBN-13 9781835466360
Length 356 pages
Edition 1st Edition
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Author (1):
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Mohamed Essam Mohamed Essam
Author Profile Icon Mohamed Essam
Mohamed Essam
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Toc

Table of Contents (17) Chapters Close

Preface 1. Part 1: Game Design and Project Structure FREE CHAPTER
2. Chapter 1: An Introduction to Game Design and Project Management 3. Chapter 2: Writing Clean and Modular C# Code for Unity Game Development 4. Part 2: Advanced C# Game Development Techniques in Unity
5. Chapter 3: Extending Functionality with Unity Plugins 6. Chapter 4: Implementing Engaging Game Mechanics Using C# in Unity 7. Chapter 5: Designing Optimized User Interfaces with C# for Unity Games 8. Part 3: Data Management and Code Collaboration with C# in Unity
9. Chapter 6: Effective Game Data Handling and Management with C# in Unity 10. Chapter 7: Contributing to Existing Code Bases in Unity with C# 11. Part 4: Advanced Integration and External Assets with C# in Unity
12. Chapter 8: Implementing External Assets, APIs, and Pre-Built Components with C# in Unity 13. Chapter 9: Optimizing the Game Using Unity’s Profiler, Frame Debugger, and Memory Profiler 14. Chapter 10: Tips and Tricks in Unity 15. Index 16. Other Books You May Enjoy

Questions

  • What is the primary goal of writing clean code?
  • Implement a singleton pattern for managing game settings such as sound volume, music volume, and screen resolution. Ensure that there is only one instance of the settings manager throughout the game.
  • Create a singleton score manager that tracks the player’s score across multiple game levels or scenes. Ensure that the score manager instance persists between scene changes.
  • Implement a flyweight pattern using object pooling for bullets in a shooting game. The flyweight should efficiently manage the creation and reuse of bullet objects to minimize memory overhead during gameplay.
  • Design a flyweight pattern for rendering a tile-based map in a 2D game. Optimize the rendering process by reusing flyweight tile objects for similar tile types, such as grass, water, and rocks.
  • Develop an observer pattern-based event system for handling in-game events such as player deaths, power-up pickups, and level completions...
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