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Learning Design Patterns with Unity

You're reading from   Learning Design Patterns with Unity Learn the secret of popular design patterns while building fun, efficient games in Unity 2023 and C#

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Product type Paperback
Published in May 2024
Publisher Packt
ISBN-13 9781805120285
Length 676 pages
Edition 1st Edition
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Harrison Ferrone Harrison Ferrone
Author Profile Icon Harrison Ferrone
Harrison Ferrone
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Table of Contents (23) Chapters Close

Preface 1. Priming the System 2. Managing Access with the Singleton Pattern FREE CHAPTER 3. Spawning Enemies with the Prototype Pattern 4. Creating Items with the Factory Method Pattern 5. Building a Crafting System with the Abstract Factory Pattern 6. Assembling Support Characters with the Builder Pattern 7. Managing Performance and Memory with Object Pooling 8. Binding Actions with the Command Pattern 9. Decoupling Systems with the Observer Pattern 10. Controlling Behavior with the State Pattern 11. Adding Features with the Visitor Pattern 12. Swapping Algorithms with the Strategy Pattern 13. Making Monsters with the Type Object Pattern 14. Taking Data Snapshots with the Memento Pattern 15. Dynamic Upgrades with the Decorator Pattern 16. Converting Incompatible Classes with the Adapter Pattern 17. Simplifying Subsystems with the Façade Pattern 18. Generating Terrains with the Flyweight Pattern 19. Global Access with the Service Locator Pattern 20. The Road Ahead 21. Other Books You May Enjoy
22. Index

Managing Performance and Memory with Object Pooling

In the last chapter, we created a pipeline for assembling tanks and drones using the Builder pattern and Unity’s ScriptableObjects. In this chapter, we’ll switch gears and focus on increasing performance and managing memory allocation when creating new objects with the Object Pool pattern. This approach is twofold; first, you get to control when batches of objects are instantiated, and second, you control how they are stored in a reusable pool that you can grab from whenever you want (without any additional CPU overhead).

By default, Unity already does a great job of allocating, managing, and cleaning up memory usage during object instantiation. So, why would we spend our time reinventing the wheel here? Well, even though Unity has our backs on this topic, you’ll find that pooling and reusing objects instead of creating and destroying them over and over has a marked performance impact. So, just because object...

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