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15 votes
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Destroying the parent when all children are destroyed

After searching for a better way, I came across OnTransformChildrenChanged: The following changes to direct children of a GameObject invoke ...
Zibelas's user avatar
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1 vote

How do big open worlds handle Object Pooling?

What you need to consider is which objects in your game only differ by data and which differ by components. For example, when you have a lot of projectiles in your game which only differ by speed, ...
Philipp's user avatar
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3 votes

How do big open worlds handle Object Pooling?

One important consideration to add is that most open world games are not built in a managed language like the C# used in Unity. In a managed language with an automatic garbage collector, creating and ...
DMGregory's user avatar
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2 votes

What’s the correct / idiomatic way to pause a game in Unity?

I usually use the system you described first - set Time.timeScale to 0 and provide an easily accessible bool to check if the game is paused. Note that this can get ...
Kevin's user avatar
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0 votes

How do big open worlds handle Object Pooling?

many different weapons with many different bullets. Do you have to create one pool for each? Maybe not for all bullets. A small handgun and a weapon that shoots faster will probably have almost the ...
Kevin's user avatar
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