Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Ammo spawning


The Ammo prefab created so far presents us with a technical problem that, if not taken seriously, has the potential to cause some serious performance penalties for our game. Specifically, when the spaceship weapon is fired, we'll need to generate ammo that launches into the scene and destroys the enemies on collision. This is fine in general, but the problem is that the player could potentially press the fire button many times in quick succession and could even hold down the fire button for long periods of time, and thereby spawn potentially hundreds of ammo prefabs. We could, of course, use the Instantiate function seen already to generate these prefabs dynamically, but this is problematic because instantiate is computationally expensive. When used to generate many items in succession, it will typically cause a nightmarish slowdown that'll reduce the FPS to unacceptable levels. We need to avoid this!

The solution is known as Pooling, Object Pooling, or Object Caching. In essence...