/C-Design-Patterns-with-Unity-First-Edition

C# Design Patterns with Unity, First Edition

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Learning Design Patterns with Unity, First Edition

This is the code repository for Learning Design Patterns with Unity, First Edition, published by Packt.

Craft reusable code with popular software design patterns and best practices in Unity and C#

The author of this book is - Harrison Ferrone

About the book

Struggling to write maintainable and clean code for your Unity games? Look no further! Learning Design Patterns with Unity empowers you to harness the fullest potential of popular design patterns that will take your game development skills to the next level. With structured explanations backed with practical examples, you'll master creational patterns like Prototype to efficiently spawn enemies and delve into behavioral patterns like Observer to create reactive game mechanics. 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 make that next leap in your career.

Key Takeaways

  • Implement a persistent game manager using the Singleton pattern
  • Spawn projectiles with object pooling to optimize performance and memory usage
  • Build a flexible crafting system using the Factory Method pattern
  • Design an undo/redo system for player movement using the Command pattern
  • Implement a state machine to control a two-person battle system
  • Modify existing character objects with special abilities

Outline and Chapter Summary

Solve common software development problems and craft reusable, maintainable, and flexible game code in Unity by leveraging the power of popular design patterns, such as Builder, Object Pool, and more, with this practical guide.

  1. Priming the System
  2. Managing Access with the Singleton Pattern
  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,

If you feel this book is for you, get your copy today! Coding

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Get to know the Author

Harrison Ferrone was born in Chicago, IL. Most days, you can find him creating instructional content for LinkedIn Learning or trying to learn something new. He holds various fancy looking pieces of paper from the University of Colorado at Boulder and Columbia College Chicago, and despite being a proud alumnus, most of these are stored in a basement somewhere. After a few years as an iOS developer at small start-ups, and one Fortune 500 company, he fell into a teaching career and never looked back. Throughout all this, he's bought many books, acquired a few cats, worked abroad, and continually wondered why Neuromancer isn't on more course syllabi.

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