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Learning Design Patterns with Unity

You're reading from   Learning Design Patterns with Unity Learn the secret of popular design patterns while building fun, efficient games in Unity 2023 and C#

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Length 676 pages
Edition 1st Edition
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (23) Chapters Close

Preface 1. Priming the System 2. Managing Access with the Singleton Pattern FREE CHAPTER 3. Spawning Enemies with the Prototype Pattern 4. Creating Items with the Factory Method Pattern 5. Building a Crafting System with the Abstract Factory Pattern 6. Assembling Support Characters with the Builder Pattern 7. Managing Performance and Memory with Object Pooling 8. Binding Actions with the Command Pattern 9. Decoupling Systems with the Observer Pattern 10. Controlling Behavior with the State Pattern 11. Adding Features with the Visitor Pattern 12. Swapping Algorithms with the Strategy Pattern 13. Making Monsters with the Type Object Pattern 14. Taking Data Snapshots with the Memento Pattern 15. Dynamic Upgrades with the Decorator Pattern 16. Converting Incompatible Classes with the Adapter Pattern 17. Simplifying Subsystems with the Façade Pattern 18. Generating Terrains with the Flyweight Pattern 19. Global Access with the Service Locator Pattern 20. The Road Ahead 21. Other Books You May Enjoy
22. Index

Common pitfalls

We can get to a well-architected state with less stress if we keep an eye on some common pitfalls. You’ll notice as you read this book that it’s not so much a step-by-step tutorial as it is a reference for when you need to implement a design pattern. Half the skill is learning if, and when, to use one at all.

Let’s summarize:

  • Don’t use a design pattern just for the sake of using it. Impressing a review team or someone on GitHub isn’t worth it. If a part of your game needs some abstraction and decoupling, absolutely do it.
  • Only add complexity where it’s needed. If you find that your project is overly architected, ask yourself if your codebase wouldn’t be cleaner and easier to read without it.
  • Good software architecture is never free. Abstracting code takes time to learn, write, and maintain, and you may take runtime hits to performance and speed.

So why do any of this design pattern nonsense in the first place? Because complexity isn’t a bad word, performance can be improved later on, and the efficiency bump in your development process is well worth the up-front investment. You won’t get it right the first time, so enjoy the iteration. It’s all part of the process. And if you’re like me, using design patterns is like a puzzle, and when that code runs, it’s like finding that last pesky piece your cat hid under the couch – it’s magic.

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