playMaker

Author Topic: ArrayMaker Enemies Pooling?  (Read 1327 times)

RC

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ArrayMaker Enemies Pooling?
« on: February 20, 2015, 11:03:02 AM »
Hi,

Can someone please explain or give an example on how I can make an enemies pooling system with arraymaker?

I have been studying and trying to figure this out for quit some time now.


I can't figure out how to check if the enemies from the arraymaker proxy prefilled "item" is still active as it is active in the hierarchy so that it can move on to the next enemies that is available for spawn.

Thank you.

sebaslive

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Re: ArrayMaker Enemies Pooling?
« Reply #1 on: February 20, 2015, 11:43:40 AM »
You can grab said item and place it in another gameObject so that you can just use the get next inactive item. And once you are done with item you place it back where it was.
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