Game Development Patterns with Unity 2019



Game Development Patterns with Unity 2019

 

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Game Development Patterns with Unity 2019

by Abram Wiebe and Robert Wiebe for Packt Publishing

Learn the game development patterns and best practices in Unity 2019, learning Unity’s modern features that will show you how to divide up the work to get your game made and built faster, leveraging modularize behaviours so you can spend less time coding and more time creating. Finally, you’ll understand some of its more powerful features so you can raise your game’s performance while lowering your development iteration times. Using these techniques, your scripts become more versatile, modular, reusable, efficient, and user-friendly, making it easy to build a virtual world from generalized components. Your modular approach makes it easy to have your  game assembled by multiple people in parallel with minimal time waiting for other parts to be complete. By the end of the course, you’ll be writing clean and modular code quickly and and have a working framework to manage your game’s runtime, ready for your assets.

  • Learn how to design your game for better performance and faster development iteration times, using common patterns that reduce errors and produce well-organized, maintainable code and assets
  • Deploy a cross-platform game by dividing work effectively, taking advantage of Unity’s performance features and built-in frameworks such as AI, for a more complex game with less work.
  • Get a clear explanation of Unity 2019’s more sophisticated features such as Unity Jobs, Unity Events, editor scripting, NavMesh, coroutines, saving and loading, multi-scene editing, and collaborative edit workflows
  • Use the singleton pattern effectively to keep your runtime organized
  • Build modularly to speed up development and improve code reuse
  • Create designer-friendly components with the Unity Events system and scriptable objects
  • Design your game with the Model-View-Controller pattern, and reduce the code needed to adapt to different input systems
  • Find out about state machines and their importance in keeping your code easy to follow and extensible
  • Build new gameplay elements from existing templates and use placeholders while you have production assets and code with the new nested prefab system
  • Design a system to save and load your game hassle free by using manager objects and editor scripting
  • Explore message passing and events to generalize behaviors, giving more flexibility to your designer with UnityEvents
  • Understand how Unity schedules things, so your game runs faster, smoother, and consumes less power on portable devices

Abram Wiebe is a Unity 3D expert and with almost 10 years of experience in designing, implementing, and testing software. He now runs Abram Wiebe Consulting in Vancouver, B.C.

Robert Wiebe is a Unity 3D VR expert and trainer with more than 30 years of experience in designing, implementing, and testing software. A former Motorola Mobility systems engineer, he now runs Robert Wiebe Consulting in Vancouver, B.C. He is author of the O’Reilly titles Hands-on Game Development with Unity V5, Learning Unity 3D, Advanced Unity 3D Game Development, and Unity iOS Essentials.

 

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