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Question Is is make sense changeing sprites during game for different enemy types

Discussion in '2D' started by burakatalan, May 1, 2023.

  1. burakatalan

    burakatalan

    Joined:
    Aug 4, 2022
    Posts:
    7
    Hi , I'm building a game like survivor.io. I'm managing enemies with object pooling for optimization. I'm wondering. should I create etc. 1000 different enemies on start. or is that okay if ı create 200 enemies and changing their sprite when I need. Which one is good for creating good game ?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,744
    Before you destroy your codebase too much... keep this in mind:

    The costs and issues associated with object pooling / pools:

    https://forum.unity.com/threads/object-pooling.1329729/#post-8405055

    https://forum.unity.com/threads/object-pooling-in-a-tower-defense-game.1076897/#post-6945089

    Whichever way works best for you and your way of thinking about the problem.

    Writing lots of code to swap out sprites is fine, but I prefer just to make prefabs and use them directly.

    Here's some more optimization notes:

    DO NOT OPTIMIZE "JUST BECAUSE..." If you don't have a problem, DO NOT OPTIMIZE!

    If you DO have a problem, there is only ONE way to find out. Always start by using the profiler:

    Window -> Analysis -> Profiler

    Failure to use the profiler first means you're just guessing, making a mess of your code for no good reason.

    Not only that but performance on platform A will likely be completely different than platform B. Test on the platform(s) that you care about, and test to the extent that it is worth your effort, and no more.

    https://forum.unity.com/threads/is-...ng-square-roots-in-2021.1111063/#post-7148770

    Remember that optimized code is ALWAYS harder to work with and more brittle, making subsequent feature development difficult or impossible, or incurring massive technical debt on future development.

    Notes on optimizing UnityEngine.UI setups:

    https://forum.unity.com/threads/how...form-data-into-an-array.1134520/#post-7289413

    At a minimum you want to clearly understand what performance issues you are having:

    - running too slowly?
    - loading too slowly?
    - using too much runtime memory?
    - final bundle too large?
    - too much network traffic?
    - something else?

    If you are unable to engage the profiler, then your next solution is gross guessing changes, such as "reimport all textures as 32x32 tiny textures" or "replace some complex 3D objects with cubes/capsules" to try and figure out what is bogging you down.

    Each experiment you do may give you intel about what is causing the performance issue that you identified. More importantly let you eliminate candidates for optimization. For instance if you swap out your biggest textures with 32x32 stamps and you STILL have a problem, you may be able to eliminate textures as an issue and move onto something else.

    This sort of speculative optimization assumes you're properly using source control so it takes one click to revert to the way your project was before if there is no improvement, while carefully making notes about what you have tried and more importantly what results it has had.