Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Reducing the number of objects by destroying objects at death a time


Optimization principal 1: Minimize the number of active and enabled objects in a scene.

One way to reduce the number of active objects is to destroy objects when they are no longer needed. As soon as an object is no longer needed, we should destroy it; this saves both memory and processing resources since Unity no longer needs to send the object such messages as Update() and FixedUpdate(), or consider object collisions or physics and so on.

However, there may be times when we wish not to destroy an object immediately, but at some known point in the future. Examples might include after a sound has finished playing (see that recipe Waiting for audio to finish before auto-destructing object in Chapter 9, Playing and Manipulating Sounds), the player only has a certain time to collect a bonus object before it disappears, or perhaps an object displaying a message to the player should disappear after a certain time.

This recipe...