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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

Unity engine features 

Unity is a fully featured engine, including a comprehensive scripting API, an animation system, and many additional features for game development. We can't cover them all in this book, so I will only list the core Unity components that we will be using in the upcoming design pattern chapters:

  • Prefabs: A prefab is a prefabricated container of assembled GameObjects and components. For example, you can have individual prefabs for each type of vehicle in your game and dynamically load them in your scene. Prefabs permit you to construct and organize reusable game entities as building blocks.
  • Unity Events and Actions: Unity has a native event system; it's very similar to the C# event system but with extra engine-specific features, such as the ability to view and configure them in the Inspector.
  • ScriptableObjects: A class that derives from the ScriptableObject base class can act as a data container. The other native Unity base class, named MonoBehaviour...
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