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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

When to use the Event Bus

I have used the Event Bus in the past for the following:

  • Rapid prototyping: I use the Event Bus pattern often when rapidly prototyping new game mechanics or features. With this pattern, I can easily have components that trigger each other's behaviors with events while keeping them decoupled. This pattern permits us to add and remove objects as subscribers or publishers with a single line of code, which is always helpful when you want to prototype something quickly and easily.
  • Production code: I use the Event Bus in production code if I can't find a justifiable reason to implement a more sophisticated approach to managing game events. It's a pattern that does the job well if you don't need to handle complex event types or structures.

I would avoid using a globally accessible Event Bus like the one presented in this chapter to manage events that don't have a "global scope." For instance, if I have a UI component in the HUD that...

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