Object Pooling Waves

General Tech Bugs & Fixes 2 years ago

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Posted on 16 Aug 2022, this text provides information on Bugs & Fixes related to General Tech. Please note that while accuracy is prioritized, the data presented might not be entirely correct or up-to-date. This information is offered for general knowledge and informational purposes only, and should not be considered as a substitute for professional advice.

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manpreet Tuteehub forum best answer Best Answer 2 years ago

 

I've finally learned the basics of object pooling but I've ran into a problem. I used to call my spawn waves like so;

Instantiate(enemy, spawnPosition1, spawnRotation1);
Instantiate(enemy, spawnPosition2, spawnRotation2);
Instantiate(enemy, spawnPosition3, spawnRotation3);
Instantiate(enemy, spawnPosition4, spawnRotation4);
Instantiate(enemy, spawnPosition5, spawnRotation5);
Instantiate(enemy, spawnPosition6, spawnRotation6); 

Now I have an object pool to dip into, I use the following;

GameObject enemy = ObjectPooler.SharedInstance.GetPooledObject("Enemy");                
if (enemy != null)
{
enemy.transform.position = spawnPosition1;
enemy.transform.rotation = spawnRotation1;
enemy.SetActive(true);
}

How would I go about spawning the other 5 enemies? Would I need to replicate the first enemy code another 5times? Seems like a lot of redundant code. Any help would be appreciated.

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