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More Complex Levels
The final part of the Object Management tutorial has arrived! It adds automatic spawn zones, kill and life zones, centralized level updating, and a little convenient editor functionality. More Complex Levels (Catlikecoding)
Mar 22, 2019 0 1
Lifecycle
The next part of my object management series deals with growth and death. It can only really be appreciated in action, not with a still image. Instead of just popping in and out of existence, we'll make shapes smoothly grow and shrink. This requires a few changes to the way we keep track of shapes.
Feb 19, 2019 0 1
Satellites
This installment of my Object Management series adds a satellite behavior to the game, which makes shapes orbit other shapes. It's more complex than the other behavior, because we have to keep track of a relationship between shapes, which has to be saved and become invalid when a shape gets recycled
Jan 22, 2019 0 1
Shape Behavior
The next Object Management tutorial makes our shapes more expressive! We'll create a modular behavior framework that allows shapes to do different things, while still supporting recycling. We limit ourselves to just linear movement, rotation, and oscillation, at least for now. The next tutorial will
Dec 21, 2018 0 1
More Factories
This installment of the Object Management series is about working with more than a single factory. It also introduces some complex shapes, so we can identify two types of shapes, each getting their own factory. Sometimes, I end up creating a tutorial, but then decide that it's actually better to cov
Nov 24, 2018 0 1
Configuring Shapes
Here is the next part of my Object Management series! In it, we'll makes shapes more lively by granting them the ability to rotate and move in a fixed direction. Then we make the game even more interesting by making it possible to configure the shapes per spawn zone. You can have green zones, red zo
Oct 25, 2018 0 1
More Game State
It's another Object Management tutorial, covering even more game state! Specifically, we're going to save randomness, level data, and creation/destruction speed and progress. Because level data is already contained in the level scene, we don't have to save all of it. Instead, we only care about leve
Sep 21, 2018 0 1
Spawn Zones
In part five of my Object Management series we're going to make spawning shapes a lot more interesting! Get ready for multiple spawn zone types, gizmos, a singleton, and communication between scenes. Spawn Zones (Catlikecoding)
Aug 23, 2018 0 1
Multiple Scenes
Here's part four of my Object Management series! This time we're focusing on scenes. Besides putting objects in them, scenes themselves can be managed, both in the editor and during play. We create a scene dynamically, load level scenes, and have multiple scenes open in the editor. Getting that all
Jul 18, 2018 0 1
Reusing Objects
Part three of my Object Management series adds shape destruction, creation/destruction automation, and the recycling of shapes. It also supersedes the Object Pools tutorial. Instead of attaching the pools to prefabs (which Unity is finally going to upgrade), they're now attached to factories. Reusin
Jun 21, 2018 0 1
Object Variety
Here is the second part of the new Object Management tutorial series! It extends the first part with support for multiple shapes, materials, and colors. It does this while remaining backwards compatible with the old save file format, so your old saves can still be loaded. Object Variety (Catlikecodi
May 15, 2018 0 1
Persistable Objects
I'm working on a new tutorial series about object management, and this is the first installment. It covers the fundamentals of saving and loading binary data, plus hiding some of the details from other code. The Hex Map series also included saving and loading, but this series will go deeper. The ser
Apr 18, 2018 0 1

