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Timer and breathing #10

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Zulban opened this issue Mar 26, 2016 · 5 comments
Open

Timer and breathing #10

Zulban opened this issue Mar 26, 2016 · 5 comments

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@Zulban
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Zulban commented Mar 26, 2016

I suggest we resolve general gameplay and level design before tackling this.

We need a mechanic where you have some amount of time left to the game. Achieving game goals increases this timer. Some none intrusive (Unity UI canvas in game space, not simply drawn on the screen 2D) should show a timer or stopwatch or series of bubbles, showing time remaining on air.

@Zulban
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Zulban commented Mar 26, 2016

@SamirSangani
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This is not exclusively related to timer, but I used this asset (https://www.assetstore.unity3d.com/en/#!/content/54975) a couple weeks back and found it to be very useful for use instead of using standard coroutines.

The other thing I have referenced in the past for my projects is this thread - http://forum.unity3d.com/threads/c-coroutine-waitforseconds-garbage-collection-tip.224878/ which gives some really nice tips on implementing coroutines.

@peterwilkinson
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Thanks Samir!

@Zulban
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Zulban commented Mar 26, 2016

I have noticed fishy lag spikes. Maybe it's GC. Thanks, will try (parents coming, likely busy until Monday).

@Zulban
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Zulban commented Mar 29, 2016

Hard to say if that improved performance but I think it may have.

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