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Post by DarkTonic Dev on May 31, 2016 5:24:22 GMT
You can check how many of Pool Boss items have spawned and where they are. Just select the PoolBoss game object in the Hierarchy. There will be a number at runtime next to each item and you can click it to select the spawned items in Hierarchy. Very useful stuff!
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Post by cyber2016 on May 31, 2016 6:01:14 GMT
Hmmm.. Very interesting, Ya I see 2 items of: QMazeEngine(Clone) than there's 3 of these which looks like the Script DeSpawns >3 I suppose All is good so far.. Just curious about Line 75:
QMazeEngine mazeEngine = parts.Dequeue(); //Destroy(mazeEngine.gameObject); PoolBoss.Despawn(mazeEngine.gameObject);
I put // where the Destroy and used the code hopefully this is correct.. Cheers!
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Post by cyber2016 on May 31, 2016 7:32:00 GMT
Wonderful times... Well, few compile issues each time I alter a script, I guess Unity doesn't scan the QMaze folder unless import asset or editing a script.. That's why games runs fine after closing Unity and re-ope. Thanks, I'll keep Ya posted on my success..
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Post by cyber2016 on May 31, 2016 8:54:55 GMT
Thank-You! it's all fixed... QMazeEngine & QBlock show yellow 50 Preload Qty in the PoolBoss window. No Console Errors.. This was what I typed in Script:
//QMazeEngine mazeEngine = (QMazeEngine)GameObject.Instantiate(mazeEnginePrefab); QMazeEngine mazeEngine = PoolBoss.SpawnOutsidePool (mazeEnginePrefab.transform, Vector3.zero, Quaternion.identity).GetComponent<QMazeEngine>();
//GameObject block = (GameObject)GameObject.Instantiate(blockPrefab); GameObject block = (GameObject) PoolBoss.SpawnOutsidePool (blockPrefab.transform, Vector3.zero, Quaternion.identity).gameObject;
I'm Now working on the DeSpawn part of Script, any ideas? This is what I have so far:
//Destroy(mazeEngine.gameObject); PoolBoss.Despawn (mazeEngine.gameObject);
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Post by DarkTonic Dev on May 31, 2016 15:58:24 GMT
You need to despawn the Transform not the game object.
Do .transform
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Post by cyber2016 on May 31, 2016 17:00:12 GMT
Wow! Thanks, that worked... The Maze now Despawn parts over 3 ... Oh, just wondering how to register the: Core GameKit & Master Audio: AAA Sound Assets? I'm really enjoying these in my New Game. Again great Day & TY!
if (parts.Count > 3) { QMazeEngine mazeEngine = parts.Dequeue(); //Destroy(mazeEngine.gameObject); PoolBoss.Despawn (mazeEngine.transform);
Core GameKit!! is where it's At!!
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Post by DarkTonic Dev on May 31, 2016 18:56:22 GMT
Not sure what you mean by "register"?
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Post by cyber2016 on May 31, 2016 22:21:54 GMT
I meant register cause some other Asset(s) that I bought had that on their Forums.. Ex: New Updates early, etc. However your product is Very up to date with great Features so that's not a problem here.
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Post by DarkTonic Dev on May 31, 2016 23:32:02 GMT
Ah, yes we just publish updates fairly often and have instant approval so that shouldn't be a problem.
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Post by cyber2016 on Jun 2, 2016 3:33:57 GMT
So far most everything has worked out great with PoolBoss, except I can't figure out how to "Not re-use" each Spawned QMazeEngine (clone).
#1: I have (20) pooled 'QMazeEngine' in the PoolBoss #2: I have (20) pooled 'Qblock' in the PoolBoss #3: Completing each Level Spawns 1 and Depawns 1 so there's alway Max 3 Spawned #4: problem here is, after playing game eventually the ""same"" pooled QMazeEngine gets Spawned.. Omg! Solution: I need each pooled QMazeEngine used one time only out of the pooled (20). I hope I'm explaining this correctly.. Again Thanks!
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Post by DarkTonic Dev on Jun 2, 2016 4:46:22 GMT
There's no way to make a prefab un-resusable in Pool Boss. That seems like you should just Instantiate and Destroy it to me. No need to pool if you're not doing to re-use.
So maybe just pool the blocks and not the Maze?
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Post by cyber2016 on Jun 2, 2016 5:44:49 GMT
Very true! Instantiate and Destroy seems like a rare situation where it's the only way.. Apparently this Maze Game creates a New Maze every Level, thus not good to Pool the QMazeEngine.. Lol! well I pooled the QBlock (25) preloaded in PoolBoss & Darn works like a Dream! Each Level Spawns a clone with particles.. The performance is ten fold.. Anyhow I appreciate all your Help & I'm very Glad I bought your 2 Asset Packages, I have a question regarding the Master Audio: AAA Sound... K, when I put my 5 Music sound tracks in the playlist.. are these songs using pooling system like Game CoreKit.. And how do I know if my songs are pooled. k thanks...
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Post by DarkTonic Dev on Jun 2, 2016 15:32:07 GMT
Please post any Master audio questions on our MA forum here. But nothing is "pooled" in that product. It doesn't need to be. Everything is created during Awake though so it doesn't Instantiate during actual game play.
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Post by cyber2016 on Jul 2, 2016 4:41:34 GMT
Yes, Thank you.. The Master Audio: AAA Sound works great for my Maze Game.
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Post by DarkTonic Dev on Jul 2, 2016 4:42:33 GMT
Ok cool.
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