Toasty Tumble Devlog #2 - Object Pooling & Unity Colliders


This devlog is all about spawning obstacles for Toasty to bump into. I've used the object pooling pattern which is much more efficient than constantly instantiating and destroying objects (overkill for this game but good practice). I wrestle with sprite positioning and colliders but get it working in the end.

AI Generated Summary:


In this devlog, the creator discusses the implementation of object pooling and collision handling in the game 'Toasty Tumble'. They tackle challenges encountered during the coding process, demonstrate how obstacles are instantiated, and explain the debugging steps taken to solve movement issues. The video concludes with a preview of ongoing development work and plans for future features.

Introduction to Object Pooling

The video introduces the concept of object pooling, which is used to manage obstacles in the game efficiently by instantiating them only once at the start, instead of repeatedly creating and destroying them.

Obstacle Instantiation and Movement

The creator demonstrates how obstacles are instantiated at the start and moved across the screen. They mention a bug causing inconsistent speeds, which they are working to address.

Debugging Issues

The creator discusses the challenges faced while debugging movement issues, including objects moving too quickly or being instantiated inappropriately due to the object pool mechanism.

Collider System in Unity

An overview of the collider system in Unity is provided, with an explanation of how it influences collision detection for in-game objects. The creator emphasizes the importance of simplicity in collider design for performance.

Playability Improvements

By the end of the video, the game is now playable, features collision detection, and gameplay mechanics are being developed. The creator expresses an ongoing commitment to refine the game's features, such as scoring and player lives.

Leave a comment

Log in with itch.io to leave a comment.