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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021

By : David Baron
4.3 (10)
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Game Development Patterns with Unity 2021

Game Development Patterns with Unity 2021

4.3 (10)
By: David Baron

Overview of this book

This book is written for every game developer ready to tackle the bigger picture and start working with advanced programming techniques and design patterns in Unity. Game Development Patterns with Unity 2021 is an introduction to the core principles of reusable software patterns and how to employ them to build components efficiently. In this second edition, you'll tackle design patterns with the help of a practical example; a playable racing game prototype where you’ll get to apply all your newfound knowledge. Notable updates also include a game design document (GDD), a Unity programming primer, and the downloadable source code of a complete prototype. Your journey will start by learning about overall design of the core game mechanics and systems. You’ll discover tried-and-tested software patterns to code essential components of a game in a structured manner, and start using classic design patterns to utilize Unity's unique API features. As you progress, you'll also identify the negative impacts of bad architectural decisions and understand how to overcome them with simple but effective practices. By the end of this Unity book, the way you develop Unity games will change – you’ll adapt a more structured, scalable, and optimized process that will help you take the next step in your career.
Table of Contents (22 chapters)
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1
Sections 1: Fundamentals
5
Section 2: Core Patterns
16
Section 3: Alternative Patterns
20
About Packt

When to use the Adapter pattern

A potential use case for the Adapter in Unity is when you have a third-party library that you downloaded from the Unity Asset Store, and you need to modify some of its core classes and interfaces to add new features. But when changing third-party code, you risk having merge issues every time you pull an update from the library owners.

Hence, you find yourself in a situation where you choose to wait for the third-party library owners to integrate the changes you need or modify their code and add the missing features. Both choices have their risks versus rewards. But the Adapter pattern gives us a solution to this dilemma by letting us place an adapter between existing classes so they can work together without modifying them directly.

Let's imagine we are working on the code base of a project that uses an inventory system package downloaded from the Unity Asset Store. The system is excellent; it saves the player's purchased or gifted inventory items...

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