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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

Designing a Game Manager

A standard class we often see in Unity projects is the Game Manager. It's usually implemented as a Singleton by developers, but its responsibility varies from one code base to another. Some programmers use it to manage top-level game states or as a globally accessible front-facing interface to core game systems.

In the context of this chapter, we will give it the singular responsibility of managing a game session. Similar to the concept of a game master in board gaming, it will be responsible for setting up the game for the player. It can also take on additional responsibilities, such as communicating with backend services, initializing global settings, logging, and saving the player's progress.

The critical thing to keep in mind is that Game Manager will be alive for the entire lifespan of the game. Therefore, there will be a singular but persistent instance of it in memory at all times.

The following diagram illustrates the overall concept:

Figure...

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