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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

Benefits and drawbacks of the State pattern

The following are the benefits of using the State pattern: 

  • Encapsulation: The State pattern allows us to implement an entity's stateful behaviors as a collection of components that can be assigned dynamically to an object when it changes states. 
  • Maintenance: We can easily implement new states without having to modify long conditional statements or bloated classes.

However, the State pattern does have its limitations when we use it to manage an animated character.

Here's a shortlist of potential limitations:

  • Blending: In its native form, the State pattern doesn't offer a solution to blend animations. This limitation can become an issue when you want to achieve a smooth visual transition between the animated states of a character.
  • Transitioning: In our implementation of the pattern, we can easily switch between states, but we are not defining the relation between them. Therefore, if we wish to define transitions between...
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