Recycle Your Game Objects! - Object Pooling in Unity

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  • čas přidán 17. 07. 2024
  • In this video, I'll show you how to improve the performance of your Unity game by implementing Object Pooling. If you're not familiar with this technique, it involves reusing game objects instead of destroying and creating new ones, which can save a lot of resources and reduce lag.
    During this tutorial, I'll guide you through creating your own object pooler script in Unity, and show you how to use it in a scene. We'll start with the basics of object pooling and how it works, and then move on to more advanced techniques to optimize your pooler.
    Whether you're a beginner or an experienced Unity developer, this tutorial will provide you with the knowledge you need to make your game run smoother than ever before. So if you're ready to learn how to do Object Pooling in Unity, join me and let's get started!
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    #Unity #SpawningObjects #Tutorial
    00:00 Intro
    00:17 What is Object Pooling?
    00:59 Setup
    01:31Object Pooler Script
    05:21 Ball Script
    05:41 Get Objects from the Object Pool
    06:52 Add Objects to the Pool
    07:24 Object Pooler in Action
    07:34 Outro

Komentáře • 21

  • @nikhilvardhantawania4591

    You are so much underrated keep on uploading these kind of videos
    Subbed

    • @KoryCode
      @KoryCode  Před rokem +1

      Thank you! It is always inspiring to receive a comment like that!

  • @sxsignal
    @sxsignal Před rokem +1

    that was a great example! thank you

  • @PabsTV.official
    @PabsTV.official Před 2 lety +1

    Hello Cory. I find your videos very helpful! Keep up the good work.

  • @enursha13drs
    @enursha13drs Před rokem

    damn homie, you're under rated. I've gotten deep in my proj and needed to stop to go ahead and do this because now there's spells flying everywhere and the performance even with my machine is, ahhh. thanks bro!

    • @KoryCode
      @KoryCode  Před rokem

      I'm happy to help! Good luck for your project!

  • @KoryCode
    @KoryCode  Před rokem +1

    If you are interested to sign up for a free coaching session with me click the link bellow:
    1dpz0wt3869.typeform.com/to/kiZ2kLxY

  • @saqibbro5297
    @saqibbro5297 Před 2 lety

    Its amazing bro, you are awsome!

  • @skippythemagnificent8103

    Really useful video well explained and detailed, implemented a version of this and it worked first time Many Thanks : ) ... P.s: Marcel Marceau would be proud of your youtube thumbnails, just wondering what video you will do for the tearful clown expression, or the ballon, or the glass wall .... ; )

    • @KoryCode
      @KoryCode  Před 2 lety +1

      I'm glad it helped first time! :) You giving me all good ideas for the thumbnails! ;) :D

  • @MoogieSRO
    @MoogieSRO Před rokem

    5:30 - How does the ball script know the names of the different ball types? I didn't see you write them in the ball script.

    • @KoryCode
      @KoryCode  Před rokem

      I set that up as PoolType at 1:50 in the video. czcams.com/video/pDfMhnfqJZE/video.html

  • @Thesupperals
    @Thesupperals Před rokem

    I'll be honest- knowing what I know with only C# 5.0, you can still improve the code if your aim is trying to save on memory usage.

    • @KoryCode
      @KoryCode  Před rokem +1

      Indeed, always there is place for more optimisation. :) So it surly could be improved, not even mention Unity did add it's own object pooler, which is slightly more complicated to use, than this one. ( I need to make a video on that soon :), however it would be awesome of you, if you could share your thoughts, how to improve the scripts further with the community.

    • @Thesupperals
      @Thesupperals Před rokem

      ​@@KoryCode
      There are a couple of things I would like to mention before diving into the code itself in my next comment. I will currently be speaking 2% pseudo code and mentioning a lot of what's to come. Let's work backwards with what currently exists. The script, "DeSpawner" uses Unity's OnTriggerEnter, which happens on the Fixed Update. Functions such as OnTrigerEnter uses Unity's Physics Engine who do their best at performing intensely accurate physical "reactions" to game objects who are reliant on components such as "of Rigidbody type". To start fixing some things, you can replace the Rigidbodies on each of those balls with your own gravity via script and even design independent local rotation for each of the balls (if these balls are a child to a new parent... and I'm not recommending this).
      With that officially set up, you can now replace the use of our OnTriggerEnter method in a couple of ways. If your Camera does not move, you can create a method that tells these objects to perform the same job, but be based on if they're being "seen" by the camera or not. The other- and mostly preferred, way is using a lifetime duration for modularity sake. You can set a time when a ball(clone) will be Disabled. With this in mind, it will take us into the "Spawner" script. There is some code here that can be spruced up a bit, such as moving the Statement within the Update into a Function. What we will need now is something that will call out to the newly made Function. We have two options to tackle this. We can either use when the GameObject(clone) is deactivated or we can use the lifetime duration we used in our "DeSpawn" script. Heck, we can even do a double check and use both to make sure. There's more I can go into detail about, but at that point it would be assigning hex variables to the same data spot. I rather not get into that...
      Also,
      Ironic enough, the 3 scripts (pooler, spawner, despawner) could have been recompiled and rewritten into a single Script so that this could have been completely modular.

    • @KoryCode
      @KoryCode  Před rokem

      Thank you for sharing all that with the community. :)

  • @FyresGames
    @FyresGames Před rokem

    I can see how it can be usefull in bigger game.

    • @KoryCode
      @KoryCode  Před rokem +2

      It don't need to be big, depends of the nature of the game. I run into lag issues on my game Dungeon Run. It is a simple 2D side scrolling running game. As the game quickly got very intensive, I was spawning and destroying lot of complex objects and mobs. The map is randomized, so I spawned objects before they enter on the right and destroyed them as they left the screen on the left. Things pretty quickly got unplayable. Funnily it worked in the editor and it was desperately struggling with lags when I created a build. Even on my beefy PC. A quick check on the profiler and I seen what is the issue, I have add object pooling and it is running smoothly since. I even tested on my phone for fun as a "low end" device.