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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

Technical requirements

You will need to have a basic understanding of Unity and C#.

We will be using the following Unity engine and C# language concepts:

  • Constructors
  • ScriptableObjects

If you are unfamiliar with these concepts, please review Chapter 3, A Short Primer to Programming in Unity.

The code files for this chapter can be found on GitHub at https://github.com/PacktPublishing/Game-Development-Patterns-with-Unity-2021-Second-Edition/tree/main/Assets/Chapters/Chapter12.

Check out the following video to see the code in action: https://bit.ly/3r9rvJD.

We often use ScriptableObjects in the code examples in this book because we want to establish an authoring workflow for our designers to create new weapon attachments or configure existing ones without modifying a single line of code. It's good practice to make your systems, ingredients, and mechanics easy to configure for non-programmers.
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