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Hi @derkoi ! You should not rename the clones managed by Pooly. The system keeps track of its clones based on their names; if you absolutely MUST...
Hi @Roni92pl ! Since these 2 are, by far, the questions we receive most often, I will take a bit of time to go into a detailed answer and clarify...
Hi @Rocktavious ! I would recommend doing this with the help of local binds. Local binds work just like regular binds, but they only work as long...
Hello @Kruko ! You are correct, that is precisely how it works. For easier management, you can even pool the PoolExtensions themselves.
Hi @Pandur1982 When spawning a clone, Pooly can only change its position and rotation. Depending on how you work with those clones, this might...
Hi @pauldrummond, Yes, you can do that with automated PoolySpawners. Depending on your exact needs, you will probably need to chain spawners and...
The PoolySpawner doesn't currently support random scales on spawning. You can still implement this yourself in one of two ways: Selecting a...
Hi @Nickolauson! This is a really nice suggestion! :) It's something we've wanted to do for quite a while, but never got around to actually do it....
This is 100% Unity related, it has nothing to do with Pooly. This occurs because Pooly was published with support for older versions and when you...
Oh my God, I'm blind as a bat sometimes... The array size was supposed to be 10, but I typoed it in as RaycastHit2D[1] and completely missed it....
Hello everyone, I am using Unity 2018.1.0f2. According to the Unity Manual, Physics2D.RaycastNonAlloc() should work just like...
Hi @Blueberry Those errors sometimes happen due to Unity performing some internal work on its own files (like *.meta files and others). This sort...
Hi @tosiabunio It will work, but you will need to be careful how the prefabs are handled. Pooly only works with Transforms, it will not take into...
Hi @starfoxy This is a Unity bug. You can find a lot of ideas on how to fix it on google. When I encountered this problem in the past, this...
@lotusexchange A Pooly Spawner is designed to perform one single task. If you need more (which seems to be your case), feel free to use as many...
Hi @AmRafay1 Our asset supports the pooling of prefabs, nothing else. If your simple objects are Unity prefabs, they can be pooled with Pooly.
Hi @XCPU Unfortunately, it's an asset store bug. We've opened a ticket almost a week ago but still have no solution from Unity. As an...
@lotusexchange The transform reference will be returned, no matter where the prefab is being pooled. If you're not getting a reference back, it...
Hi @lotusexchange Anything pooled under Pooly's Main Pool is permanent, only PoolyExtensions are destroyed and cleaned up when a scene is...
Hi @tcmeric! The simplest way to do it would be via a Pooly Spawner. Take a look at this video tutorial where we show how to spawn random visual &...