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Edward Falzon

In this one-hour, project-based course, you'll learn about the concept of object-pooling and its benefits in game-design. You'll learn how to write a simple class that will instantiate and store GameObjects for repeated reuse. You'll write methods that will allow the activation, return and recycling of the objects, to greatly improve memory and CPU efficiency of your games.

The guided project will introduce you to the following coding concepts:

- Instantiating, activating, repositioning and deactivating GameObjects

- Pooling GameObjects in Queues

- Spawning GameObjects from Pools

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What's inside

Syllabus

Project Overview
In this one-hour, project-based course, you'll learn about the concept of object-pooling and its benefits in game-design. You'll learn how to write a simple class that will instantiate and store GameObjects for repeated reuse. You'll write methods that will allow the activation, return and recycling of the objects, to greatly improve memory and CPU efficiency of your games.

Good to know

Know what's good
, what to watch for
, and possible dealbreakers
Develops a game-design skill used in industry
Taught by recognized instructor Edward Falzon
Guided project focuses on writing, which is foundational

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Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Object-Pooling with C# in Unity with these activities:
Practice instantiating GameObjects
Practice writing code to instantiate GameObjects in various ways.
Show steps
  • Create a script to instantiate a GameObject
  • Practice instantiating GameObjects with different parameters
Learn about object-pooling in Unity
Explore the concept of object-pooling and how it can improve the efficiency of your games.
Show steps
  • Watch a tutorial on object-pooling
  • Experiment with object-pooling in your own projects
Design a game system using object-pooling
Apply the concept of object-pooling to a real-world game design scenario.
Browse courses on Game Design
Show steps
  • Identify a game system that could benefit from object-pooling
  • Design a component to implement object-pooling for the game system
Four other activities
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Show all seven activities
Develop a game prototype that demonstrates object-pooling
Put your knowledge of object-pooling into practice by developing a game prototype that demonstrates its benefits.
Browse courses on Game Development
Show steps
  • Plan the game prototype and its features
  • Implement the game prototype
  • Test and refine the game prototype
Participate in a game development competition
Challenge yourself and test your skills in a game development competition.
Browse courses on Game Development
Show steps
  • Find a game development competition to participate in
  • Develop a game for the competition
Contribute to an open-source game development project
Gain experience and contribute to the game development community by contributing to an open-source project.
Browse courses on Game Development
Show steps
  • Find an open-source game development project to contribute to
  • Contribute code or documentation to the project
Mentor other students in game development
Share your knowledge and experience by mentoring other students in game development.
Browse courses on Game Development
Show steps
  • Find opportunities to mentor other students
  • Provide guidance and support to other students

Career center

Learners who complete Object-Pooling with C# in Unity will develop knowledge and skills that may be useful to these careers:
Data Scientist
Data Scientists use data to solve problems and make predictions. They work in a variety of industries, including the video game industry. This course may be useful for Data Scientists who want to learn how to optimize their models for better performance.
Software Engineer
Software Engineers design, develop, and maintain software applications. They work in a variety of industries, including the video game industry. This course may be useful for Software Engineers who want to learn how to optimize their code for better performance.
Database Administrator
Database Administrators manage and maintain databases. They work in a variety of industries, including the video game industry. This course may be useful for Database Administrators who want to learn how to optimize their databases for better performance.
Web Developer
Web Developers design and develop websites. They work in a variety of industries, including the video game industry. This course may be useful for Web Developers who want to learn how to optimize their websites for better performance.
Network Administrator
Network Administrators manage and maintain computer networks. They work in a variety of industries, including the video game industry. This course may be useful for Network Administrators who want to learn how to optimize their networks for better performance.
Computer Scientist
Computer Scientists research and develop new computer technologies. They work in a variety of industries, including the video game industry. This course may be useful for Computer Scientists who want to learn how to optimize their algorithms for better performance.
Game Designer
A Game Designer is responsible for designing video games. They work with programmers and artists to create the game's story, characters, levels, and gameplay mechanics. This course may be useful for Game Designers who want to learn how to optimize their games for better performance.
Game Producer
Game Producers manage the development and production of video games. They work with game designers, programmers, and artists to bring the game's vision to life. This course may be useful for Game Producers who want to learn how to optimize their production process for better efficiency.
Game Tester
Game Testers test video games to find bugs and ensure that they are working properly. This course may be useful for Game Testers who want to learn how to optimize their testing process for better efficiency.
IT Manager
IT Managers plan and manage the IT infrastructure of an organization. They work in a variety of industries, including the video game industry. This course may be useful for IT Managers who want to learn how to optimize their IT infrastructure for better performance.
Systems Analyst
Systems Analysts design and implement computer systems. They work in a variety of industries, including the video game industry. This course may be useful for Systems Analysts who want to learn how to optimize their systems for better performance.
Mobile Developer
Mobile Developers design and develop mobile applications. They work in a variety of industries, including the video game industry. This course may be useful for Mobile Developers who want to learn how to optimize their mobile applications for better performance.
Technical Artist
A Technical Artist is responsible for creating the technical assets that are used in video games. This includes creating 3D models, textures, and animations. This course may be useful for Technical Artists who want to learn how to optimize their assets for better performance.
Game Programmer
Game Programmers write the code that makes video games run. They work with game designers and artists to bring the game's vision to life. This course may be useful for Game Programmers who want to learn how to optimize their games for better performance.
Game Publisher
Game Publishers market and distribute video games. They work with game developers to bring their games to market. This course may be useful for Game Publishers who want to learn how to optimize their marketing and distribution process for better efficiency.

Reading list

We've selected nine books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Object-Pooling with C# in Unity.
Provides a collection of articles on various aspects of game engine design and optimization. While it does not specifically cover object pooling, it would be a useful reference for understanding the broader context of game engine design and optimization.
Provides a comprehensive overview of game engine architecture, including a chapter on memory management and optimization. While it does not specifically cover object pooling, it would be a useful reference for understanding the broader context of game engine design and optimization.
Provides a comprehensive overview of design patterns commonly used in game development. While it does not specifically cover object pooling, it would be a useful reference for understanding the broader context of game design and optimization.
Provides a comprehensive overview of algorithms and techniques commonly used in game development. While it does not specifically cover object pooling, it would be a useful reference for understanding the broader context of game development and optimization.
Provides a comprehensive overview of design patterns commonly used in game development. While it does not specifically cover object pooling, it would be a useful reference for understanding the broader context of game design and optimization.
Provides a comprehensive guide to game physics engine development. While it does not specifically cover object pooling, it would be a useful reference for understanding the broader context of game development and optimization.
Provides a comprehensive overview of game development, including a chapter on performance optimization. While it does not specifically cover object pooling, it would be a useful reference for understanding the broader context of game development and optimization.
Provides a hands-on approach to Unity game development, with a chapter on performance optimization. While it does not specifically cover object pooling, it would be a useful reference for understanding the Unity engine and its performance considerations.
Provides a comprehensive guide to Unity game development, including a chapter on performance optimization. While it does not specifically cover object pooling, it would be a useful reference for understanding the Unity engine and its performance considerations.

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