What is the most common and natural approach to game architecture for Unity? I’m new to this technology as well as to game development, though have some experience at desktop application development on .NET. But I cannot find out how to apply this experience to development on Unity in the right way.
In usual programming one controls application’s entry point, can set up IoC container, service locator, instantiate some managers, controllers, view models, providers, factories, and so on. What is the counterpart in Unity?
How to decouple logic from presentation? How to organize definitions of reusable classes in the Unity project tree, where should instantiate them? What additional entities should involve? What patterns should I use?
Does it make sense to use .NET events or Rx instead of performing all in
I have already read some topics such as this, but have not found any convincing examples.
Excuse my messy questions and poor English. Thanks in advance!