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Unity 2020 By Example

You're reading from   Unity 2020 By Example A project-based guide to building 2D, 3D, augmented reality, and virtual reality games from scratch

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Product type Paperback
Published in Sep 2020
Publisher Packt
ISBN-13 9781800203389
Length 676 pages
Edition 3rd Edition
Languages
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Author (1):
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Robert Wells Robert Wells
Author Profile Icon Robert Wells
Robert Wells
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Table of Contents (16) Chapters Close

Preface 1. Chapter 1: Exploring the Fundamentals of Unity 2. Chapter 2: Creating a Collection Game FREE CHAPTER 3. Chapter 3: Creating a Space Shooter 4. Chapter 4: Continuing the Space Shooter Game 5. Chapter 5: Creating a 2D Adventure Game 6. Chapter 6: Continuing the 2D Adventure 7. Chapter 7: Completing the 2D Adventure 8. Chapter 8: Creating Artificial Intelligence 9. Chapter 9: Continuing with Intelligent Enemies 10. Chapter 10: Evolving AI Using ML-Agents 11. Chapter 11: Entering Virtual Reality 12. Chapter 12: Completing the VR Game 13. Chapter 13: Creating an Augmented Reality Game Using AR Foundation 14. Chapter 14: Completing the AR Game with the Universal Render Pipeline 15. Other Books You May Enjoy

Chapter 12: Completing the VR Game

This chapter continues from the previous one and completes the VR first-person shooter project by focusing on the underpinning code and functionality for creating gameplay, both in VR and using a keyboard and mouse.

Creating and destroying objects is an expensive process. An Object Pool helps to improve performance by retrieving objects from a fixed pool that was previously instantiated at a suitable time (that is, during the initial run or a loading screen). It also aids memory fragmentation by instantiating the objects together in memory in one go. Memory fragmentation occurs when the heap is broken into unnecessarily small chunks, preventing you from instantiating any new objects even if there is enough free space (just not contiguously). With this in mind, it is a good idea to become familiar with the concept, so in this chapter, we'll create an Object Pool that will store our enemy objects.

As discussed in Chapter 9, Continuing with...

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