kimc
New Member
Posts: 3
Posts: 3
|
Post by kimc on Nov 3, 2014 14:32:38 GMT
Hi There,
Is there a way to persist PoolBoss across different level (unity scene)?
Reason: I wanted to preload Prefabs using PoolBoss at the beginning of the MainMenu. As the game starts a level, PoolBoss only need instantiate the number of Prefabs required for that level. After the level finishes, PoolBoss keeps the instances across to the next level (via Application.LoadLevel).
My goal is to reduce the load times and potential memory fragmentation.
Just bought CGK. The documentation is a little hard to digest as there are a lot controls that you are trying explain upfront. But nonetheless, the features are amazing. It will probably save me 4 weeks worth coding my own system, and countless more weeks when I go into level balancing.
I have spend 2 hrs reading thru 50% of the document and scanned thru the rest (my brain can't hold anymore today).
kimc.
|
|
|
Post by DarkTonic Dev on Nov 3, 2014 17:19:36 GMT
If you want to persist PoolBoss, you'll have to persist the entire LevelWaveSettings prefab. I'll go ahead and build in a checkbox for that in the next version.
By the way, I'm taking requests for short tutorial videos for CGK. Have a couple in mind?
|
|
kimc
New Member
Posts: 3
Posts: 3
|
Post by kimc on Nov 4, 2014 2:41:31 GMT
Is the PrefabPool similar to the PoolBoss? Do I need to persist the entire LevelWaveSettings to keep PrefabPool? For now, I like the PrefabPool more than PoolBoss, as I can easily tell how many instances are created for each creature. Anyway, that's just my first impression. Onto your other question: I took a gamble in purchasing CGK as I was only looking for Pooling manager at the time. I was quite surprised to see the Wave management system - which is the next thing I needed to do. I have read thru some description of CGK and all your youtube videos before the purchase, and I wasn't aware of the Killer Waves features. Just as a suggestion, maybe a 1~2 minutes promo video just showcase what it can do (at high level). For Tutorial, I think you need at least 2. 1. A pure beginner style. 2. Specific detail that your users has the most vote. 1. For Beginner Style tutorial doesn't need to be video. Maybe something like this - straight to the point.   2. For Specific tutorial. Since my creatures can't move yet (even after I spawn them). My vote would be on listeners (SpawnerListeners). Each time the creature is spawned, I need to tell the creature about the environment. for example, the spline it travels on. There other videos you had was quite specific, it was quite hard for me to follow. Here's a few things that was going thru my mind when I was watching it: - It's 2D. Will it apply to my game in 3D. (it was actually a background screen shot in Asset manager that 'convinced' me it can do 3D. - You seems to have all the enemy prepared (prefab). How to I create my enemy? How does that apply to my game? - The videos has a logical sequence to them. Ie: - I have to watch first CGK video, then - CGK 1.3 new Features , then - CGK 1.4 new Features, then - CGK 2.0 new Features, then... I'm on my own because it's currently 3.0.
kimc.
|
|
|
Post by DarkTonic Dev on Nov 4, 2014 3:50:59 GMT
Is the PrefabPool similar to the PoolBoss? Do I need to persist the entire LevelWaveSettings to keep PrefabPool? For now, I like the PrefabPool more than PoolBoss, as I can easily tell how many instances are created for each creature. Anyway, that's just my first impression. Yes you need to persist the entire LevelWaveSettings to keep PrefabPool (or PoosBoss). It's all or nothing since it's really a single prefab. No, Prefab Pools has nothing to do with Pool Boss and they are not similar. Pool Boss is for pooling only (avoid Instantiate and Destroy calls). Prefab Pools is for spawning things with random weight, instead of a single specific prefab. Spawners use it. Did you read the Prefab Pools section in the readme? If there's something in particular that you think I should add to that section let me know. I tried to be clear. By the way as of last week we sell Pool Boss by itself: www.assetstore.unity3d.com/en/#!/content/23931 Onto your other question: I took a gamble in purchasing CGK as I was only looking for Pooling manager at the time. I was quite surprised to see the Wave management system - which is the next thing I needed to do. I have read thru some description of CGK and all your youtube videos before the purchase, and I wasn't aware of the Killer Waves features. Killer Waves is the old name of this plugin. It's not a feature. The Syncro Spawners (wave management) is the original and only feature when we launched this plugin. It is shown in the first youtube video. Just as a suggestion, maybe a 1~2 minutes promo video just showcase what it can do (at high level). This plugin can do so much, I don't think I can boil it down to a short one. I don't see how  For Tutorial, I think you need at least 2. 1. A pure beginner style. 2. Specific detail that your users has the most vote. Since my creatures can't move yet (even after I spawn them). My vote would be on listeners (SpawnerListeners). Each time the creature is spawned, I need to tell the creature about the environment. for example, the spline it travels on. Where would these tutorials be? In a document? There other videos you had was quite specific, it was quite hard for me to follow. Here's a few things that was going thru my mind when I was watching it: - It's 2D. Will it apply to my game in 3D. (it was actually a background screen shot in Asset manager that 'convinced' me it can do 3D. - You seems to have all the enemy prepared (prefab). How to I create my enemy? How does that apply to my game? - The videos has a logical sequence to them. Ie: - I have to watch first CGK video, then - CGK 1.3 new Features , then - CGK 1.4 new Features, then - CGK 2.0 new Features, then... I'm on my own because it's currently 3.0.
kimc. I'm not sure why the videos are hard to follow? #1, it's not in 2D although it may look like it, those are 3d planes with textures on top. It works in 2D or 3D, doesn't matter. Actually it's mentioned in the Asset Store description that it can do 2D or 3D up top. How can we make it more clear? We still get this question fairly often even though that text is there. It confuses me... #2, create your enemy however you like (Playmaker, write some scripts, use another plugin). It doesn't really have anything to do with Core GameKit because we have zero scripts that assist with enemy creation...But really all an enemy in that demo is, is a 3D plane with a texture on it, and a VERY simple "move forward" script. That's all. #3, Since CGK2.0, no new "features" have been added except pooling (Pool Boss). Besides that only modifications to the existing Systems have been made. I think I should made a video of "what is Prefab Pools" and "how to set up Pool Boss" for starters.
|
|
kimc
New Member
Posts: 3
Posts: 3
|
Post by kimc on Nov 4, 2014 10:07:27 GMT
Ya. I saw the PoolBoss on it's own. But I'm still glad I got the CGK.
I'm not suggesting you show all the features of CGK in 1~2mins. Just thinking of my own learning experiences with Unity tutorial. They tend show you the very basic stuff that everyone can follow. For any more advance stuff, I tend to hit the API docs.
> I'm not sure why the videos are hard to follow? #1. Well. I hate to tell you this, but no one really read the copy anymore (we can blame this on youtube :-P) . We are now in the age where we judge the book by its cover. We have to see it to believe it - hence youtube. #2. No complain there. I'm actually quite new to Unity and it has been almost 6 years since i wrote any code. So, I'm a beginner once more.
> I think I should made a video of "what is Prefab Pools" and "how to set up Pool Boss" for starters. I have just figured out how to use the SpawnerListener. You got my vote on PrefabPool and PoolBoss usage video.
kimc
|
|
|
Post by DarkTonic Dev on Nov 5, 2014 0:58:42 GMT
Ya. I saw the PoolBoss on it's own. But I'm still glad I got the CGK. I'm not suggesting you show all the features of CGK in 1~2mins. Just thinking of my own learning experiences with Unity tutorial. They tend show you the very basic stuff that everyone can follow. For any more advance stuff, I tend to hit the API docs. > I'm not sure why the videos are hard to follow? #1. Well. I hate to tell you this, but no one really read the copy anymore (we can blame this on youtube :-P) . We are now in the age where we judge the book by its cover. We have to see it to believe it - hence youtube. #2. No complain there. I'm actually quite new to Unity and it has been almost 6 years since i wrote any code. So, I'm a beginner once more. > I think I should made a video of "what is Prefab Pools" and "how to set up Pool Boss" for starters. I have just figured out how to use the SpawnerListener. You got my vote on PrefabPool and PoolBoss usage video. kimc Awesome, thanks for the video votes! By the way, *I* do read the copy, so I don't waste my money on the wrong thing in case the videos aren't all-encompassing (they never are).
|
|