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Question by mwozniak93 · Aug 17, 2015 at 12:13 PM · instantiateperformanceprefabsawake

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!

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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.

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avatar image mwozniak93 · Aug 17, 2015 at 12:20 PM 0
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I am talking only about 80 GameObjects with SpriteRendered and Animator Component

avatar image YoungDeveloper · Aug 17, 2015 at 12:23 PM 0
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Have you tried instantiating those 80 elements on start? What are the results, what is the profiler data, whats your target platform?...

avatar image mwozniak93 · Aug 17, 2015 at 12:58 PM 0
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$$anonymous$$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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