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Design patterns in Unity

A topic by quartsof created Jun 14, 2020 Views: 401 Replies: 4
Viewing posts 1 to 5
(2 edits)

In software engineering, a software design pattern is a general, reusable solution to a commonly occurring problem within a given context in software design. It is not a finished design that can be transformed directly into source or machine code. Rather, it is a description or template for how to solve a problem that can be used in many different situations. Design patterns are formalized best practices that the programmer can use to solve common problems when designing an application or system.

Object-oriented design patterns typically show relationships and interactions between classes or objects, without specifying the final application classes or objects that are involved. Patterns that imply mutable state may be unsuited for functional programming languages, some patterns can be rendered unnecessary in languages that have built-in support for solving the problem they are trying to solve, and object-oriented patterns are not necessarily suitable for non-object-oriented languages.

Design patterns may be viewed as a structured approach to computer programming intermediate between the levels of a programming paradigm and a concrete algorithm.

Source: https://en.wikipedia.org/wiki/Software_design_pattern

Post some tutorials or links that you think are useful.

(1 edit)

Here is my implementation and tutorial on creating state machines with Unity in game made for game jam:

https://quartsof.itch.io/two-eye/devlog/154367/state-machines-for-controlling-mo...

Useful github repo with almost all design patterns:

https://github.com/QianMo/Unity-Design-Pattern

Video tutorials about Design Patterns in C#:

Thanks for sharing I've added these to my reading list!