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Game Development Patterns with Unity 2021 - Second Edition

You're reading from  Game Development Patterns with Unity 2021 - Second Edition

Product type Book
Published in Jul 2021
Publisher Packt
ISBN-13 9781800200814
Pages 246 pages
Edition 2nd Edition
Languages
Author (1):
David Baron David Baron
Profile icon David Baron

Table of Contents (22) Chapters

Preface 1. Sections 1: Fundamentals
2. Before We Begin 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 the Object Pool pattern

Before starting this section, it would be a good idea to read the official API documentation for the IObjectPool<T0> class under the UnityEngine.Pool namespace at the following link:

https://docs.unity3d.com/2021.1/Documentation/ScriptReference/Pool.ObjectPool_1.html

We will try to avoid getting bogged down by API specifications while implementing the following code example. Instead, we will focus on critical elements directly related to the core concepts of object pooling. Also, native object pooling is a relatively new Unity API feature, hence it might be subject to changes and updates. Thus, it would be wise to keep an eye on the documentation in the short term.

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