Publisher | Sprocket, Inc. |
---|---|
File size | 3.12MB |
Number of files | 62 |
Latest version | 1.0.6012.24015 |
Latest release date | 2016-06-27 06:38:26 |
First release date | 2014-11-13 10:36:46 |
Supported Unity versions | 2018.4.2 or higher |
Pooling Toolkit is a package that facilitates better management of resources by allowing the reuse of objects.
It includes tools that are easy to use yet highly configurable, allowing you to focus on what's important - developing features.
Check out a quick overview of GameObject pooling over on YouTube.
Quick-start guides, offline code reference documents and a minimal sample scene are all available within the package - "Sprocket/Extras/", compressed to not get in your way.
The 'Extras' folder also contains full source code to all but three of the included assemblies (those excluded are AutoUpdateShared.dll, AutoUpdateLauncher.dll, BrandKit.dll).
Works with both Unity and Unity Pro. Fully supported on desktop and mobile platforms. Console builds partially supported. .NET 2.0 Subset & assembly stripping compatible (all the way to micro mscorlib)
If you need to evaluate the package before committing to spend on it, check our sales page for information on obtaining a trial license.
Features
Elegant Object Pooling - You can create pools of GameObjects by simple drag&drop. And for C# Object types all it takes is just one line of code.
Fault Tolerant and Easy to Use - It takes just one line of code to request or recover an instance of any pooled object. If you happen to mishandle interactions with pooled objects, you will be warned, but the system will go out of its way to correct for the error and not leave you out in the open.
Automated Pool Size Learning with Full-Manual Mode Available - Pools can automatically adjust for future runs based on usage. If you want, you can of course disable learning and manually set individual pool sizes. There are even settings to allow enforcing sizes only on certain pools, while allowing the others to learn and adapt. All editor views have an Advanced/Debug mode that you can enable from their context menu, allowing for tweaks under the hood.
Rich Debug Info, Streamlined Runtime - With debugging enabled fault tolerance is increased and troubleshooting information is available, but when you ship your release version the debug code is just a check-mark away from being excluded, streamlining execution.
Human Readable, Searchable, Mergeable, Diffable... - The learned data and poolable prefab lists are saved in human-readable, machine-friendly xml files (with the '.kxcfg' extension) in the project's Streaming Assets folder, so the latest version always gets copied over when you deploy your build.
Source Code Included - The code is set up to be built using Visual Studio - just load up the solution file, select the configuration you'd like and hit 'Build'. You can also tweak conditional compilation defines to streamline performance further.
Extensible - We've tried to keep our publicly exposed functionality minimal so as to not cause confusion. Still in an effort towards flexibility, some of the functions in the MemoryPooling and MemoryPooling_Editor assemblies are marked as internal. You can access them by placing your code in an assembly named 'MemoryPoolingExtensions' or 'MemoryPooling_EditorExtensions' (see InternalsVisibleTo attribute on MSDN). This allows you to extend the functionality of the assembly using your own code via C# extension methods even if you opt to just use the ready-built assemblies, while letting us keep the exposed API minimal and tidy.
Read more about the package on our website.
Also Included
Config Editor - Our GUI based solution for setting editor and runtime parameters eliminates any excuses for using magic numbers and having to edit code to try out diferent configurations. Read more about the Config Editor on our website.
Dispatcher - An awesome tool for registering code to be called at various points during Unity's frame loop and application life cycle. Read more about the Dispatcher on our website.
And more... - All our products are founded on our Base library, which is an ever-expanding collection of mechanisms, reacting with haste and precision to the needs of our tools and our clients. Read more about the Base library on our website.
Please note that this is a BETA release. We've done our best to make sure things work smoothly, and have no flaws on our radar at the moment.
It includes tools that are easy to use yet highly configurable, allowing you to focus on what's important - developing features.
Check out a quick overview of GameObject pooling over on YouTube.
Quick-start guides, offline code reference documents and a minimal sample scene are all available within the package - "Sprocket/Extras/", compressed to not get in your way.
The 'Extras' folder also contains full source code to all but three of the included assemblies (those excluded are AutoUpdateShared.dll, AutoUpdateLauncher.dll, BrandKit.dll).
Works with both Unity and Unity Pro. Fully supported on desktop and mobile platforms. Console builds partially supported. .NET 2.0 Subset & assembly stripping compatible (all the way to micro mscorlib)
If you need to evaluate the package before committing to spend on it, check our sales page for information on obtaining a trial license.
Features
Elegant Object Pooling - You can create pools of GameObjects by simple drag&drop. And for C# Object types all it takes is just one line of code.
Fault Tolerant and Easy to Use - It takes just one line of code to request or recover an instance of any pooled object. If you happen to mishandle interactions with pooled objects, you will be warned, but the system will go out of its way to correct for the error and not leave you out in the open.
Automated Pool Size Learning with Full-Manual Mode Available - Pools can automatically adjust for future runs based on usage. If you want, you can of course disable learning and manually set individual pool sizes. There are even settings to allow enforcing sizes only on certain pools, while allowing the others to learn and adapt. All editor views have an Advanced/Debug mode that you can enable from their context menu, allowing for tweaks under the hood.
Rich Debug Info, Streamlined Runtime - With debugging enabled fault tolerance is increased and troubleshooting information is available, but when you ship your release version the debug code is just a check-mark away from being excluded, streamlining execution.
Human Readable, Searchable, Mergeable, Diffable... - The learned data and poolable prefab lists are saved in human-readable, machine-friendly xml files (with the '.kxcfg' extension) in the project's Streaming Assets folder, so the latest version always gets copied over when you deploy your build.
Source Code Included - The code is set up to be built using Visual Studio - just load up the solution file, select the configuration you'd like and hit 'Build'. You can also tweak conditional compilation defines to streamline performance further.
Extensible - We've tried to keep our publicly exposed functionality minimal so as to not cause confusion. Still in an effort towards flexibility, some of the functions in the MemoryPooling and MemoryPooling_Editor assemblies are marked as internal. You can access them by placing your code in an assembly named 'MemoryPoolingExtensions' or 'MemoryPooling_EditorExtensions' (see InternalsVisibleTo attribute on MSDN). This allows you to extend the functionality of the assembly using your own code via C# extension methods even if you opt to just use the ready-built assemblies, while letting us keep the exposed API minimal and tidy.
Read more about the package on our website.
Also Included
Config Editor - Our GUI based solution for setting editor and runtime parameters eliminates any excuses for using magic numbers and having to edit code to try out diferent configurations. Read more about the Config Editor on our website.
Dispatcher - An awesome tool for registering code to be called at various points during Unity's frame loop and application life cycle. Read more about the Dispatcher on our website.
And more... - All our products are founded on our Base library, which is an ever-expanding collection of mechanisms, reacting with haste and precision to the needs of our tools and our clients. Read more about the Base library on our website.
Please note that this is a BETA release. We've done our best to make sure things work smoothly, and have no flaws on our radar at the moment.