Unity Architecture: Spaghetti Pattern
<p>Six months ago I was promoted to the position of Lead Unity Developer. Taking on this role, I felt that I had to level up my coding game. I was tired of creating glorified prototypes, that impressed clients and employers early, only for the codebase to become a hell scape 12 months later, riddled with bugs and mountains of technical debt.</p>
<p>However, wherever I looked, and whomever I asked, the consensus was the same. I shouldn’t be chasing such silly dreams, a Singleton Game Manager is all I’d ever need to build Unity apps.</p>
<p>I didn’t like that answer, and hope that it isn’t the definitive one. So I decided to challenge myself to make a game, not for fame or money, but to explore the very nature of how to build a game. In the hopes of finding an Architecture Pattern that would lead to something greater than a big bowl of a spaghetti.</p>
<p>Ironically, I started the only way I knew how, by whipping up a Prototype, for in order to escape the spaghetti, one must know the spaghetti. But what exactly is Spaghetti Code? There is no singular definition, but there’s two I tend to envision.</p>
<p><a href="https://medium.com/@simon.nordon/unity-architecture-spaghetti-pattern-7e995648c7c8"><strong>Read More</strong></a></p>