In this section we talked about architecture paradigms in Unity, we examined Unity’s default paradigm, and examined sample paradigms that might give you a clue as to where to go next.
An important takeaway here is that there could be multiple possible solutions to the same problem. So don’t halt your progress by pondering on this for too long. Sometimes, the best way to find out is by trying.
It’s worthwhile to note that the paradigms presented in this section were mere samples. In most cases, you’d probably come up with a custom solution. Sometimes, you’d mix and match between different paradigms. Naturally, this comes down to what your project needs.
Here are some questions that might help you figure out a custom solution to implement.
- Do you have a few systems and a lot of data?
- Is Unity’s workflow ideal for your case? Could something be improved that would result in production going faster?
- Are scene files a sufficient way to describe levels in your game? How can that be improved?
- Do most of your features fit into a clear top-down hierarchy?
- Do you have persistent states in your game or data communicated between scenes? How are you planning to implement that?