Overview
Built three object pools and a modular boss fight to study the pattern.
Solo · a study project
Written in August 2022 to study one thing properly: the object pool pattern, and what it does for resource management when a scene is spawning and destroying constantly.
It shows in the shape of the code. There is a generic pool, a dedicated one for enemies, and a third for the boss projectiles.
The boss is its own module rather than a scaled-up enemy, with separate behaviour, shooting, health and animation scripts, and the player and enemies are each split the same way instead of one controller doing everything.
My contributions
Player and enemies
- Separated the player into movement, shooting, health, collection and animation rather than one controller doing all five, and gave enemies the same treatment.
- Built a spawner driving waves over that enemy model.
Boss fight
- Built the boss as its own module rather than a scaled-up enemy: separate behaviour, shooting, health and animation.
- Gave it a dedicated projectile pool so the fight never competes with the wave spawner for objects.
Object pooling
- Built a generic pool, a dedicated enemy pool and a third for boss projectiles.
Gallery
Project details
- Studio
- Solo
- Genre
- Shooter
- Engine
- Unity
- Stack
- Unity · C# · Object Pool · Boss AI · Wave Spawning · Optimization






