🔥 How to Make a Game Like Lost War – Part 41 || Instantiate and multiplier-based squad mechanics.
Автор: Tasty Cherry Games
Загружено: 2025-12-21
Просмотров: 3
In this episode of our “How to Make a Game Like Lost War” Unity tutorial series, we take a major gameplay step forward by implementing Ally / Friend spawning using prefabs. This system allows multiple runner allies to dynamically spawn and follow the player, creating that powerful squad multiplier mechanic commonly seen in popular runner and action games.
We start by converting our existing Runner / Friend object into a reusable Prefab. This is a critical workflow step in Unity game development, allowing us to efficiently reuse characters without duplicating logic or breaking references. You’ll also learn how Unity behaves when renaming folders that contain scripts, why script recompilation happens, and how to avoid common editor pitfalls.
Next, we restructure our Assets folder properly by organizing Prefabs, Scripts, and Models, keeping the project clean and scalable. This is especially important when your game grows beyond simple prototypes.
After creating the prefab, we rename the Runner logic into a more meaningful Ally / Friend component, disable unnecessary runtime flags, and prepare it for spawning. We then dive into Unity’s Instantiate() method, explaining how spawn positions, rotations, and prefab references work under the hood. If you’re new to Instantiate, this video breaks it down in a simple, beginner-friendly way.
From there, we move into a custom modular spawning system. Instead of hardcoding logic into the PlayerMovement script, we use a Questionnaire / Data-driven approach, allowing different walls (left or right) to trigger different spawn behaviors. This makes the system flexible, reusable, and future-proof.
You’ll learn how to:
Pass GameObject prefabs through data containers
Expose prefab references properly using public GameObject
Fix common visibility issues when prefabs don’t appear in the Inspector
Spawn allies at a controlled spawn point near the player
Multiply ally count using a loop system
Control spawn limits using a singleton-based multiplier value
We also address a real-world Unity error:
👉 Ambiguous reference between UnityEngine and System.Numerics
This is a common issue many developers face, and seeing it solved in context will save you hours of debugging in the future.
By the end of this tutorial, you’ll have:
✔ A working Ally Spawn System
✔ A scalable Prefab-based architecture
✔ Cleaner project organization
✔ Better understanding of Unity spawning & data-driven design
This episode is perfect if you’re building:
Runner games
Squad-based shooters
Army multiplier mechanics
Mobile or PC Unity games
👉 Make sure to LIKE, SUBSCRIBE, and COMMENT if you want the next part faster, where we’ll fix the ambiguity error properly and optimize ally behavior.
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