Publisher | Gtion Team |
---|---|
File size | 47.33kB |
Number of files | 22 |
Latest version | 1 |
Latest release date | 2024-10-25 04:11:13 |
First release date | 2024-10-25 04:11:13 |
Supported Unity versions | 2018.4.2 or higher |
This is the EASIEST solution of pooling system, Setup is not essential just do this
`Prefab.GetPool()` , that's it!
A pooling system in Unity is a performance optimization technique used to manage the creation, reuse, and destruction of objects in a game or application. Instead of creating and destroying objects (such as game objects or prefabs) frequently, which can be computationally expensive and lead to memory fragmentation, a pooling system keeps a pool (collection) of inactive objects ready to be reused.
QnA
- Is it Mobile Friendly?
- Surely YES!, i used it myself in every project.
- No setup needed how?
- You can do setup define how much to prewarm, but if not you'll use default configuration.
- How bout leak?
- It automatically handle clean up
- can it work on ui?
- YES!, i used it for every part need optimization, it can pool anything.
Key Features!
- Pooling GameObject
- Pooling Unity Native Component (Mesh, ParticleSystem, SpriteRendere, etc)
- Pooling Custom Class (Derriven Monobehaviour class)
- Prewarm pooling (Lazy and non-Lazy)
- Pool Limitation
- Clean up pool
- Auto Clean Pool
For more information on this package
Visit Documentation
Contact Support (included in the documentation)