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Karen Bespalov
Karen Bespalov

How To Make A Pool Game In Unity


I am trying to create a game similar to (Pocket Run Pool) =ewlAE6NQnsI&t=215s a 2D pool game that is much simpler than a 3D one I need help with creating code for trajectory prediction somet$$anonymous$$ng similar to t$$anonymous$$s -multi-scene.html




How To Make A Pool Game In Unity



Talking about the gameplay, this is a first-person game, so the person has to aim the board with the help of mouse cursor and charge the ball. In comparison to other pool games, this one is a bit similar to 8 ball pool game. There are no such game stages or levels. Others, all the game rules are almost the same. Gaming controls are not difficult everything is under the mouse cursor and click. Talking about the gaming environment, 3d models, and animations are placed which provides an exact image of the virtual spot. In this 3D gaming application, Graphics Elements and Audio Fragments of works were used.


If you want to access the pooling manager from other places, from the player, from the enemy, from the turret, from the door, whatever elements you have, you need to think of a better way to do this. So we need to make a little mix of the simple return pattern.


To prepare for the onslaught of madness, you'll extend the object pooler so it handles multiple object types. You'll take it a step further and will make it possible to configure each type individually from one place in the Inspector.


GetPooledObject now takes a string parameter so your game can request an object by its tag. The method will search the object pool for an inactive object that has a matching tag, and then it returns an eligible object.


Despite its name, Unity can be used for both 2D and 3D games. You can do programming in C#, Java, or Boo, a language similar to Python. In this tutorial, I will walk you through the Unity environment and show you how to make a simple game in Unity.


Currently I have tested this object pooling on bullet and it has worked. I am looking to receive feedback about my code in order to see if I can do anything about it to make it more efficient and cleaner.


We do the opposite in lines 41-43. Like the child who rebels and leaves home only to come back after just an hour, we accept it back. We deactivate it andparent it back to our pool game object.


This is how it looks like when you use this class in your scene. Just create an empty game object, attach thePool component to it, drag the prefab of the objects that you want to use and set the initial pool size. This value would determine how large the initial chunk of objects is.


Since all the details are kept inside thePool class, the PoolManager class simply just need to find the correct pool of the provided prefab, which is quite easy as we use the prefab objects as dictionary keys. If the prefab object has not been pooled, we would simply call Instantiate function as usual. The deactivating process is similar, as the dictionary is scanned to find the pool that is responsible for the provided object. If there is no pool takes the responsibility, or in other words, the game object is not spawned by the pool, it would be destroyed.


Easy Save makes managing game saves and file serialization extremely easy in Unity. So much so that, for the time it would take to build a save system, vs the cost of buying Easy Save, I don't recommend making your own save system since Easy Save already exists.


The first option is to create a root object and make all shapes children of that object. Then we can collapse the root object. Unfortunately, this can negatively impact our game's performance when shapes are changed. Whenever an object's active or transform state changes, all its parent objects are notified of this change. So it's best to avoid making objects children of another object when this isn't strictly necessary.


We only need a scene when recycling is enabled. When not recycling, managing the instances can be left up to whoever requested them. So we only need to create a scene when we need pools. Thus, at the end of CreatePools invoke SceneManager.CreateScene to make a new scene and keep track of it. The scene needs a name, for which we can simply use the name of the factory. If you use multiple factories, they'd all get their own scene, so make sure to give each a unique name.


When a game object is instantiated, it gets added to the active scene. In our case, the active scene is Scene, the only persistent scene in our project. It is possible to change the active scene, but we don't want the factory to mess with scenes. Instead, we can migrate our shapes to the pool scene after creating them, by invoking SceneManager.MoveGameObjectToScene, with the game object and scene as arguments.


The second and slightly less obvious problem is that shape instances that were inactive before a recompilation never get reused. That's because we've lost the lists that kept track of them. We can solve this by repopulating the lists. First, retrieve an array containing all root game objects of the pool scene, via the Scene.GetRootGameObjects method.


The idea is that the main scene contains everything needed to run the game, no matter which level we're playing. In our case, that's the main camera, the Game object, storage, canvas, and event system. But we'll make the lighting depend on the level. So delete the light from Main Scene and the camera from Level 1.


Now our game doesn't freeze when loading a level. This means that it's possible that our game's Update method gets invoked an arbitrary amount of times before the level is loaded and has become the active scene. This is a problem, because it makes it possible for the player to issue commands before the level has been loaded. To prevent this, the Game component must disable itself before beginning the loading process, and enable itself again after loading has finished.


If a game has many levels, then it is more practical to put them in separate asset bundles, which could possibly be downloaded on demand. This also makes it possible to update or add levels to the game later. Asset bundles are not covered by this tutorial.


For our simple small game, we'll use the most straightforward way to select a level. Simply press a number key to load the corresponding level. This works for up to nine levels. To make it easy to adjust how many levels we support, add a level count field to Game, then set it to 2 via the inspector.


At this point we can switch between levels during play, but saving and loading our game still ignores levels. As a result, we can save our shapes in one level and load them in another. We have to make sure that the game remembers which level was saved.


Focusing on performance is a requirement to be taken seriously. A heavy-handed app that runs too many calculations or requires a too-detailed resolution in its user interface can drain the battery of even a powerful new phone, console, or desktop computer. Therefore, you should invest in performance optimization, as this makes all the difference in how your game or application looks in comparison to the competition. When you make one portion of your app more performant, you can use those extra cycles to polish other parts of your application.


I enjoy going back to old scripts or projects and finding ways to make something more efficient, often by stripping down the excess. However, think with performance in mind as you're designing it the first time. Don't limit yourself too much, but understand that it's easier to build a performant game from the start rather than trying to restructure things to work better later.


Before you start removing lines of code, refining prefabs, and trying to make everything performant, you need to know what is actually causing performance issues. The Profiler is a great way to get an in-depth look at how your game is performing. You can find the Profiler under Window>Profiler and it will run when you play your game.


Use a Texture Atlas to combine multiple texture maps into one larger texture map. This is a common technique in AAA games and one you should be utilizing in your games. This not only helps to reduce the number of texture maps used, it also makes everything much easier to organize. This has been done to the extreme at times in games like Rage and Doom with the use of Megatextures and virtual texturing. Here is a video describing this technique if you are curious. Learn about materials and textures and their relationship in our Fundamentals of Materials and Textures course.


If you're feeling ambitious, take it to the next level by learning about Unity Interface, how to create Materials and Textures for your game, and make your game shine with this tutorial series about the perfect game lighting.


The downside is that this can force you to sit on a lot of memory for objectslots that are needed only for a couple of rare edge cases. Because of this,a single fixed pool size may not be the best fit for all game states. Forinstance, some levels may feature effects prominently while others focus onsound. In such cases, consider having pool sizes tuned differently for eachscenario.


Increase the size of the pool. If your game lets you be a bit more flexible with memory, you may be able to increase the size of the pool at runtime or create a second overflow pool. If you do grab more memory in either of these ways, consider whether or not the pool should contract to its previous size when the additional capacity is no longer needed.


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