# unity-technologies/game-programming-patterns-demo

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1,725 stars · 264 forks · C#

## Links

- GitHub: https://github.com/Unity-Technologies/game-programming-patterns-demo
- awesome-repositories: https://awesome-repositories.com/repository/unity-technologies-game-programming-patterns-demo.md

## Topics

`billing-3075` `owner-techmarketing`

## Description

This project provides a collection of architectural patterns and structural approaches designed to organize game logic within the Unity engine. It serves as a reference for implementing reusable software design patterns that decouple system components and manage complex object lifecycles in interactive software.

The repository demonstrates how to apply specific design patterns to improve code maintainability and scalability. It covers techniques for encapsulating user inputs into command objects, managing entity behaviors through state machines, and facilitating communication between independent components using observer-based messaging.

Beyond these core patterns, the project includes implementations for optimizing memory usage through object pooling and abstracting object creation via factory classes. These examples illustrate how to separate data from logic and structure code to reduce direct dependencies between system modules. The repository is documented through practical code examples that demonstrate these patterns in a functional context.

## Tags

### Web Development

- [Unity Game Frameworks](https://awesome-repositories.com/f/web-development/cross-platform-development/game-development-frameworks/unity-game-frameworks.md) — Applies established software design patterns to organize game logic and improve scalability in Unity projects.

### Software Engineering & Architecture

- [Entity Component Systems](https://awesome-repositories.com/f/software-engineering-architecture/cell-based-component-architectures/entity-component-systems.md) — Composes objects from modular data containers and logic scripts that interact through a centralized engine-managed lifecycle.
- [Command Patterns](https://awesome-repositories.com/f/software-engineering-architecture/stateful-logic-encapsulation/action-based-logic-encapsulations/command-patterns.md) — Wrap method calls or user inputs into standalone objects to facilitate command queuing, undo functionality, and flexible input remapping across different parts of the system. ([source](https://github.com/unity-technologies/game-programming-patterns-demo#readme))
- [Command Patterns](https://awesome-repositories.com/f/software-engineering-architecture/command-patterns.md) — Encapsulates user actions into discrete objects to decouple input triggers from execution logic and enable command history.
- [Data-Logic Separation](https://awesome-repositories.com/f/software-engineering-architecture/data-logic-separation.md) — Organizes code into distinct layers for data and logic to improve modularity and simplify maintenance. ([source](https://github.com/unity-technologies/game-programming-patterns-demo#readme))
- [Factory-Based Instantiation](https://awesome-repositories.com/f/software-engineering-architecture/dependency-injection-providers/factory-based-instantiation.md) — Abstracts complex object creation into dedicated factory classes to hide construction details and enable dynamic runtime generation.
- [Factory Patterns](https://awesome-repositories.com/f/software-engineering-architecture/dynamic-object-instantiation/factory-patterns.md) — Instantiate intricate objects using abstracted logic to generate dynamic components at runtime without exposing internal construction details to the rest of the application code. ([source](https://github.com/unity-technologies/game-programming-patterns-demo#readme))
- [Message-Based Event Handlers](https://awesome-repositories.com/f/software-engineering-architecture/message-based-event-handlers.md) — Facilitates communication between independent components using a decoupled notification bus without direct object references.
- [Object Pools](https://awesome-repositories.com/f/software-engineering-architecture/object-pools.md) — Recycle existing instances from a pre-allocated collection instead of creating and destroying objects to reduce memory pressure and garbage collection overhead during high-frequency operations. ([source](https://github.com/unity-technologies/game-programming-patterns-demo#readme))
- [Game Development Guides](https://awesome-repositories.com/f/software-engineering-architecture/scalable-architecture-guides/game-development-guides.md) — Provides structural approaches for decoupling system components and managing complex object lifecycles in interactive software.
- [Software Design Patterns](https://awesome-repositories.com/f/software-engineering-architecture/software-design-patterns.md) — Applies standard architectural design patterns to organize logic for improved scalability and maintainability. ([source](https://github.com/unity-technologies/game-programming-patterns-demo#readme))
- [Entity State Machines](https://awesome-repositories.com/f/software-engineering-architecture/state-machine-logic/lightweight-state-machines/automation-state-machines/entity-state-machines.md) — Manages entity behaviors by transitioning between distinct states to simplify complex conditional logic.

### Part of an Awesome List

- [Game Object Management](https://awesome-repositories.com/f/awesome-lists/devtools/game-object-management.md) — Optimizes performance by recycling memory objects and managing entity states to reduce garbage collection.

### Education & Learning Resources

- [Unity Pattern Implementations](https://awesome-repositories.com/f/education-learning-resources/educational-resources/reference-and-media/books-docs-reference/code-examples/design-pattern-examples/unity-pattern-implementations.md) — Demonstrates architectural patterns and best practices for organizing game logic within the Unity engine.

### Networking & Communication

- [Game Event Pub-Sub Systems](https://awesome-repositories.com/f/networking-communication/communication-protocols-architectures/communication-paradigms/broadcasting-patterns/global-broadcasting/system-broadcast-listeners/game-event-pub-sub-systems.md) — Implements messaging patterns to allow independent game components to communicate without tight coupling.

### Operating Systems & Systems Programming

- [Memory Object Pools](https://awesome-repositories.com/f/operating-systems-systems-programming/kernel-core-internals/process-and-memory-management/memory-management/allocation-strategies/dynamic-memory-allocation/custom-memory-allocators/memory-object-pools.md) — Recycles pre-allocated collections of objects to minimize runtime memory allocation and reduce garbage collection frequency.

### User Interface & Experience

- [Game Controller Input Handling](https://awesome-repositories.com/f/user-interface-experience/form-and-input-management/interaction-and-event-handling/event-handling-architectures/input-event-dispatchers/game-controller-input-handling.md) — Encapsulates user actions as objects to enable flexible input remapping and command queuing.
