Summary
This chapter introduced object pooling and implemented it for the player’s shooting mechanic, using Unity’s object pooling API, while basing the software design on our pooled player shooting model UML diagram.
We finished by attaching the ranged weapon to the player, using our configured Prefab components.
In the following chapter, we’ll add some juice to the player character with some visual effects, create some enemy NPCs (non-player characters), and finish by introducing enemy behavior through a state pattern.