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Unity 5.x Cookbook

You're reading from   Unity 5.x Cookbook More than 100 solutions to build amazing 2D and 3D games with Unity

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Product type Paperback
Published in Oct 2015
Publisher Packt
ISBN-13 9781784391362
Length 570 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Core UI – Messages, Menus, Scores, and Timers FREE CHAPTER 2. Inventory GUIs 3. 2D Animation 4. Creating Maps and Materials 5. Using Cameras 6. Lights and Effects 7. Controlling 3D Animations 8. Positions, Movement and Navigation for Character GameObjects 9. Playing and Manipulating Sounds 10. Working with External Resource Files and Devices 11. Improving Games with Extra Features and Optimization 12. Editor Extensions Index

Reducing the number of objects by destroying objects at death a time

Optimization principal 1: Minimize the number of active and enabled objects in a scene.

One way to reduce the number of active objects is to destroy objects when they are no longer needed. As soon as an object is no longer needed, we should destroy it; this saves both memory and processing resources since Unity no longer needs to send the object such messages as Update() and FixedUpdate(), or consider object collisions or physics and so on.

However, there may be times when we wish not to destroy an object immediately, but at some known point in the future. Examples might include after a sound has finished playing (see that recipe Waiting for audio to finish before auto-destructing object in Chapter 9, Playing and Manipulating Sounds), the player only has a certain time to collect a bonus object before it disappears, or perhaps an object displaying a message to the player should disappear after a certain time.

This recipe...

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