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Defender 2d Shooter - Loading Enemies (waves of enemies)
Hi,
I have this case:
I have a game where you shoot to enemies who come with waves... Wave 1 - enemies count=2, Wave 2 - count = 4, etc...
For now I have a solution that every ten waves I count how many enemies GameObjects I currently have in my List and I check next ten waves what will be the new maximum of enemies needed. If it will be for example 7 and now I had instantaded in my List only 3 then I count the difference which is 7-3=4 and I additionaly Load 4 enemies GameObjects by Instantate.
The question is: Is the solution described by me a good way, or I just should load about 80 enemies ( the very maximum amount of enemies at once ) at the Awake and that's it?
I have heard that instantating during gameplay is really bad idea, but what in this case? How much time would I lose by instantating 80 GameObjects at Awake?
thanks for answer in advance!
Answer by YoungDeveloper · Aug 17, 2015 at 12:17 PM
Depends on what you spawning really. If you are gonna instantiate 80 decent poly models + components on start of course you will have quite a laag impact on start. Either spawn them in time intervals or other smart spawning which could use mesh swithcing. What comes to reusability, pooling objects is very good approach.
I am talking only about 80 GameObjects with SpriteRendered and Animator Component
Have you tried instantiating those 80 elements on start? What are the results, what is the profiler data, whats your target platform?...
$$anonymous$$obile - Iphone and Android, but I do not really know how to test the performance... I have one phone for now.. Is there a good way... ?
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