Amazing tutorial my dude. Very straight to the point and entertaining. I didnt like brackey's video on to topic so i stumbled on your video and godbless i did. You got another subscriber. Congratulations and keep up the work my man.
Please zoom in the text next time because even though I set the video to 720p, its still unreadable, and playing 720p with slow internet is not worth paying the bill.
Good question, theres a lot of solutions to this. The cop out answer is to make multiple ObjectPoolers, but the correct answer is to design a more complex system that can dynamically handle what the pooledObject... Maybe using a ScriptableObject system where you spawn X GameObjects in the Hierarchy, then using scriptable objects during runtime can plugin whatever you want these objects to be.
Thats a larger discussion than a youtube comment, but conceptually you'll need to add a delay whether it be through timers or coroutines in between each shot.
Reduce, reuse & recycle is actually referring to game objects
01:27 .. Thanks for explaining object pooling so shortly ..
Well done man, entertaining and educational!
Thanks, glad you enjoyed! Hope it was helpful!
Amazing tutorial my dude. Very straight to the point and entertaining. I didnt like brackey's video on to topic so i stumbled on your video and godbless i did.
You got another subscriber.
Congratulations and keep up the work my man.
Thanks man, really appreciate the kind words!
BRUHHHHHH, THANNK YOU!
I never subscribe to anyone, but here we are. Thanks for actually making things clear. :D
Please zoom in the text next time because even though I set the video to 720p, its still unreadable, and playing 720p with slow internet is not worth paying the bill.
Your tutorials are so good
Great tutorial. Thanks a lot. Liked and subscribed!
Awesome, thank you!
Love the intro
Nice Video! When I press the mouse button all 20 PooledObject spawn at once, so I see only one projectile. How did you implement your delay?
Hi, how to delete the amount of will grow back to pooled amount after a few second
that's what's so clever about this script, the 'will grow' shows you how many objects you'll need for pooling
Was good tutorial, thanks.
Question! is there anyway i can do this but using the trigger function to enable a gameobject or a particle instead of mouse or keyboard inputs?
Won't the singleton pattern cause problems if you want multiple object poolers with different game objects?
very interesting
what if you have different types of projectiles?
Good question, theres a lot of solutions to this. The cop out answer is to make multiple ObjectPoolers, but the correct answer is to design a more complex system that can dynamically handle what the pooledObject... Maybe using a ScriptableObject system where you spawn X GameObjects in the Hierarchy, then using scriptable objects during runtime can plugin whatever you want these objects to be.
Awsome Video. Is it possible to use multiple Fire Points?
Yes totally! Just use the same method of enabling bullets from the pool wherever you want to fire them.
I'm getting a ANR error when I try to set the projectile position to the fire=point position.
if i press the mouse button my bullets not going. Spawn and deactiveted 1 second. Where is the problem
hi do u have a link on the projectile controller and player controller script.?
ty
Awesome
Big Like but how can you control the Fire rate ??
Thats a larger discussion than a youtube comment, but conceptually you'll need to add a delay whether it be through timers or coroutines in between each shot.
@@BMoDev ok thanks a lot
For anyone else looking for a solution:
public float attackTimer = 0.1f;
private float currentAttackTimer;
private bool canAttack;
void Update()
{
attackTimer += Time.deltaTime;
if(attackTimer > currentAttackTimer){
canAttack = true;
}
if(canAttack){
canAttack = false;
attackTimer = 0f;
Attack();
//play the sound FX
}
}
güzel video
Noice
Is this still efficient in 2022?
Yes
Any added benefit in using built in API in version 2021?
this dosent work for me and its so frustrating.
my error: NullReferenceException: Object reference not set to an instance of an object
You likely forgot to assign a bullet prefab in the inspector.
change private list to public list ... public List pooledObjects;
thanks bro, I had this problem
please, zoom on the screen :(((
Sorry! I think my first 4 videos I didn't realize :(
All of my more recent tutorials I make it a point to zoom in/out on what I'm doing.
Copy-Paste from Unity Learn