Unity - Design Pattern: Object Pooling - 2023 Solution
In this video, I'm going to show y'all my new Object Pool solution that I'm going to be using on my next projects. This system basically consists of a static object pool class that manages the pools in the current scene. The reason behind this static class choice is simply because this class doesn't need to be in the scene as an actual game object. The static keyword will let the class instance be available throughout the whole game cycle, so this way we don't need to use singletons and DontDestroyOnLoad. we can simply access and request what we need at any point in the game. More details were explained in the video. But if you want to see an actual use case of this system, in the Ghosts 'n Goblins game clone that I'm recreating in Unity, I'll be using this object pool system when I start creating the enemies. So if you want to follow up on this series, you can check out the playlist here: https://youtube.com/playlist?list=PL_pZzcQanwMlmNDlGhwrd8lAsYe_x87CA&si=uHJZLqXLxI7EKeuU NEW OBJECT POOL VERSION HERE: https://www.youtube.com/watch?v=lVipH3OFTH0 You can download the scripts here: https://github.com/Lasanha-Dev/Unity-ObjectPool If you have any questions or suggestions, just drop a comment down below. 00:00 Intro 01:00 Poolable Object 01:56 Object Pool 14:09 Improvements 15:19 Sample
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