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Kill

Overview

After disappearing we deactivate the demon's game object.

In other circumstances you may want to delete the object using Destroy Self. However, in this case, the demons are created at startup in a pool and just activated/deactivated as needed. This is a common approach in games for performance reasons - it's better than creating game objects at runtime which can cause framerate hitches and memory problems...

Actions

Activate Game Object

De-activate the game object by un-checking Activate.

Right now the demon doesn't have any children, but we can check Recursive to future proof this action.

De-activating the game object also de-activates this FSM. When it is next activated it will start in the Spawned start state.

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Last modified on 12/16/2010 2:33 AM by User.

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