This chapter is intended to be used as a primer to set up a shared knowledge base before moving along to the book's hands-on section. But mastery over the features presented in the previous sections is not required to start using design patterns in Unity. We will review some of them again in more detail in upcoming chapters, this time in a practical context.
In the next chapter, we are going to review our first pattern, the infamous Singleton. We will use it to implement a Game Manager class responsible for initializing the game.