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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
Author Profile Icon David Baron
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
Implementing a Game Manager with the Singleton

In this first hands-on chapter, we will review one of the most infamous software design patterns in the field of programming, the Singleton. It could be argued by many that the Singleton is the most widely used pattern among Unity developers, maybe because it's the most straightforward pattern to learn. But it can also quickly become the "duct tape" in our programming toolbox that we reach for every time we need a quick fix for a complex architectural problem.

For instance, when using this pattern, we can quickly establish a simple code architecture revolving around wrapping and managing all the core systems of our game in individual manager classes. Then we could have these managers expose clean and straightforward interfaces that will conceal the inner complexity of the systems. Also, to make sure that these managers...

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