Game Development Reference
In-Depth Information
object. Using them this way does not affect the performance and can save you hours of
searching for the reason for a crash because you forgot to add something.
However, as stated before, do not use
Debug.Log
extensively or in the normal operation
of your game. This is because it kills the performance!
Another approach is to write your own utility function to perform logging, which can be
controlled by a single flag. So, instead of
Debug.Log
, you will call
DebugUtil-
ity.Log
or
DebugUtility.LogWarning
, which will then call
Debug.Log
if it
was enabled. This allows you to place the logging code throughout your project and have
a single place where you can turn it all on or off.
Nice tip from our reviewer, Fredrik Kellerman!
Updating the Goblin prefab
The
Goblin
prefab we created earlier now needs this new
EnemyController
class at-
tached to it. Select the
Goblin
prefab from
Assets\Prefabs\Characters
, click on
the
Add Component
button in the
Inspector
window, and navigate to
Scripts
|
EnemyController
, as shown in the following screenshot: