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Subgraphs Galore! Object Pooling Win!

Today's progress is similar to yesterday's, small but critical! 

I took the object pooling script I created and used in a few places and turned it into a subgraph, so now I just drop one node in to do my object pooling and one node to "spawn" from the pool. I had to make some modifications to the previously used script, to allow for telling the pool where to set the object, change it's rotations, etc. I'm sure I'll have to made other modifications in the future.

As part of this, I had to go through all the objects I already have and adjust the graphs. Took a while because Unity crashed a few times and completely lost ALL of the work I did, which makes no sense. Because of the changes and going through all the stuff, I did modify the scoring script to only count points when the space junk is destroyed by a player's projectile. This way the space junk is destroyed on any collision but the player is only given a point when the collision is with their projectiles.

I do need to go through all the scripts and make them prettier. Right now they are very messy. Still, it's progress.

Edit: If anyone is interested in my Object Pooling subgraphs, let me know and I'll share.

Edit edit: I decided to take some time today and clean up my graphs a bit. I added some comments and stuff, just to make them a bit more friendly. There's probably more to do, and as time goes on I will have to keep cleaning up graphs as I make them. Didn't help that I had done most of the work already when Unity crashed and it was undone. I just don't understand why the changes I make to my graphs aren't saved when Unity crashes. . . 

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