Elery Object Pooler

$59
Publisher Igor Vasiak
File size 4.61MB
Number of files 122
Latest version 1
Latest release date 2020-10-06 09:01:12
First release date 2020-10-06 09:01:12
Supported Unity versions 2018.4.2 or higher

Elery Pooler is an advanced object pooling solution based around Scriptable Objects, static classes, and on the Nut Library.


The Nut Library is present in this package. I sell it by itself here in the Asset Store. To find its documentation, you should visit this link.


Object Pooling is a solution to many issues, be it slow performance due to heavy instantiation or the lack of control of the spawned objects. But it can be a door to many other problems as well, such as management havoc and poor pool organization.


Elery Pooler aims to solve these issues. You'll have more control than with most Object Pooling solutions, and all within the comfort of your editor. Actually, you barely have to code to create a pool and use it. It's virtually the same as instantiating. Oh, and you don't have to call a "disable pooled object" method, as in most places. No interfaces, no nothing.


You can pool any type of Prefab, pre-load any Component, so you don't have to use GameObject.GetComponent() for pooled objects mid-game session, and you can even create groups of pools.


Q: "How?"


A: Why that's easy! "Scriptable Objects." They make the whole process of dealing with pools easier and much quicker than regular old "GameObject" Pool in the scene.


Q: "I don't want to use Scriptable Objects! They're bad and clutter my project folder! I hate them! Aaaaaaaaaaaaaah!"


A: Oookay, uh, you don't want to use them SOs? Sure thing, you can still create Pools from code, if that's what pleases you.


Q: "But still, I'll need to inherit an interface to call anything when I spawn an object, right?"


A: Uh, not really. All you have to do is put your code inside the "OnEnable" method for spawning, or "OnDisable" for despawning.


Oh, and by the way, despawning only requires that you disable your spawned game object, no method call but for gameObject.SetActive(false) or this.SetActive(false) (remember, Nut Library is there)!


Since I included Nut Library in the package, you can expect everything described in its asset page.


This package works with Unity 2019.4 LTS and Unity 2020.1. It hasn't been tested with Unity 2020.2b. It may work on Unity 2018.3 and Unity 2018.4 LTS, but I haven't tested the package enough for me to be sure.


Compatible with both .NET Standard 2.0 and .NET 4.x APIs.

Compatible with all Mobile and PC builds. It probably works in Console, WebGL, and tvOS builds, but I haven't tested those options.


Hasn't been tested in online multiplayer situations, neither has the code been written thinking of these same situations.


Documentation isn't available as of now, but soon enough it will be.


Join the community on Discord if you want to help others, get help, suggest improvements and content, and vote on features for future updates!


You can also send an e-mail to [email protected] if you have any questions.