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Question by B4ttleCat · May 12, 2020 at 06:05 AM · unity 2dprefabsruntimetop down shooter

Architecture advice on how to cycle a prefab's characteristics at runtime?

Hey gang,

I'm building a top down shooter for a game jam where the enemy will progress linearly through phases based on the time they're alive. Eg. At 2 seconds it'll change phase, then at 5 seconds, then 10 seconds etc until it reaches its final stage where it remains until it's shot.

Each phase will have the following unique characteristics:

  • Sprite (and animations)

  • Collider

  • Move Speed

  • Transition time

  • ScoreMultiplier

  • Phase name (not necessary)


    Initially I thought about setting them all up as separate prefabs and destroying and instantiating the next stage but have read that can be bad for performance, especially when there may be upward of twenty enemies alive at a time. I've considered different ways but with my limited knowledge I've confused myself.

    I'm a beginner to intermediate level programmer that is looking to learn more about being a better programmer, so I hope you can talk down to my level. Anything will help me, from a pattern, to data types for the characteristics. I'm happy to watch videos or read tutorials if the answer is in them, I just don't know what I'm looking for to start with.

    If there's any extra info that might be helpful to answering this, please let me know. Thank you so much in advance.

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