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shmup-dev | forum - View topic - Object Pooling in Unity3D (Video tutorial)

Object Pooling in Unity3D (Video tutorial)

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Object Pooling in Unity3D (Video tutorial)

Postby monoRAIL » Thu Jan 14, 2016 11:10 am

Here's a great video tutorial I found on Object Pooling in Unity3D, an essential skill for any shmup developer!

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Re: Object Pooling in Unity3D (Video tutorial)

Postby Pixel_Outlaw » Thu Jan 14, 2016 4:26 pm

Yep, especially with the popularity of garbage collected languages these days.
You can ensure there is less garbage created (in theory).

This is a great idea for danmaku games especially.
I've always been sloppy about this but the minute I run into a wall this would be one of the first things I try.

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Re: Object Pooling in Unity3D (Video tutorial)

Postby kdmiller3 » Fri Apr 29, 2016 2:41 am

This approach seems fairly common in Unity, and not just for shmups. It's common enough that it makes me wonder why it isn't an officially-supported option for game objects. :)

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Re: Object Pooling in Unity3D (Video tutorial)

Postby monoRAIL » Fri Apr 29, 2016 1:39 pm

I think there's a lot of common stuff that's missing from Unity - like cross-platform controller support, and a visual shader editor. But there are asset store packages (Rewired and Shader Forge) that provide this functionality so I think the Unity devs are happy to leave these gaps in the software and have the community fill them.
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