Command pattern, undo system, memory allocation - a different way to architect Unity C# code.
In this episode of the Architecture Series, we step away from event-driven
development and implement the Command pattern from scratch. You'll see how to
centralize execution logic into self-contained command objects, why that makes
your code dramatically easier to debug, and how to implement a full undo system
on top of it. We also get into the real costs - memory allocation, garbage
collection, boilerplate - and how command pooling can solve them.
This is part 4 of the Architecture Series. Previous episodes are linked below.
🔹 Links:
[Part 1 - Dependency Chaos] - • Clean Unity Architecture Starts With a Mess
[Part 2 - Observer Pattern] - • Why the Observer Pattern Isn't Enough
[Part 3 - Event Aggregator Pattern] - • The Observer Pattern Wasn't Enough. Here's...
🔸 Chapters:
0:00 Introduction
00:35 Event Aggregator Recap
02:22 Command Pattern Implementation
08:51 Undo Functionality
12:35 Drawbacks & Tradeoffs
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