While writing this book, I realized that it was almost impossible to satisfy every potential reader's needs when it comes to game development. Game development is a diverse industry with many different platforms and genres, and each one has its own unique characteristics that cannot be covered in a single book. Therefore, I decided to focus on a specific audience: game programmers who are working on mobile or indie games using the Unity engine. These programmers are in the process of refactoring their code to make it more maintainable and scalable, and they have a basic understanding of the Unity engine and the C# language. Senior programmers working on larger-scale games may find some examples in this book to be limited, but they will still find valuable insights into the challenges they face in their own projects.Daily, however, the content of this book may offer another perspective on the use of design patterns in Unity. Therefore, feel free to skip any chapter if you are already familiar with the theory and would like to see how I have implemented a specific pattern.