Publisher | 13Pixels |
---|---|
File size | 23.62kB |
Number of files | 15 |
Latest version | 2.1.2 |
Latest release date | 2022-08-12 07:00:20 |
First release date | 2018-11-20 01:51:08 |
Supported Unity versions | 2018.4.2 or higher |
The pooling solution that is easy to use and fast!
As fast as it gets
Instead of instantiating and destroying objects, recycle them. This package uses GameObject.SetActive by default, but you can override this behavior per prefab. For example, consider just moving the object out of the visible area of the scene for even faster pooling!
Super easy to use
No extra setup needed. No manager object, no prefab list - your scenes stay the way they are. Just update your code to use the Pooling class instead of Instantiate and Destroy. You can use any prefab for pooling, often without changing it.
Source code included
The full source code is included and comes with unit tests so you can safely adapt the package to your needs.
The package consists of a very small amount of scripts. Use the Pooling class methods in your scripts, and use the IPoolingBehaviour interface and PoolReturner component for defining your prefabs' behaviors when used in pooling.
Lots of small things
- Use the Debug Window to monitor pool activity and debug your pool instances.
- Prefill pools in multiple ways. Do it via code or use the prefill component that allows loading over multiple frames for loading screen support!
- The pooled objects are free to be used as child objects as much as you want (no pooling-specific parent GameObject).
- Fast support. Do you have an issue or a feature proposal? Contact us via E-Mail or live chat!
As fast as it gets
Instead of instantiating and destroying objects, recycle them. This package uses GameObject.SetActive by default, but you can override this behavior per prefab. For example, consider just moving the object out of the visible area of the scene for even faster pooling!
Super easy to use
No extra setup needed. No manager object, no prefab list - your scenes stay the way they are. Just update your code to use the Pooling class instead of Instantiate and Destroy. You can use any prefab for pooling, often without changing it.
Source code included
The full source code is included and comes with unit tests so you can safely adapt the package to your needs.
The package consists of a very small amount of scripts. Use the Pooling class methods in your scripts, and use the IPoolingBehaviour interface and PoolReturner component for defining your prefabs' behaviors when used in pooling.
Lots of small things
- Use the Debug Window to monitor pool activity and debug your pool instances.
- Prefill pools in multiple ways. Do it via code or use the prefill component that allows loading over multiple frames for loading screen support!
- The pooled objects are free to be used as child objects as much as you want (no pooling-specific parent GameObject).
- Fast support. Do you have an issue or a feature proposal? Contact us via E-Mail or live chat!