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Event Driven Pool Management System - Pool Management from within the editor!

Discussion in 'Assets and Asset Store' started by homanicsjake, Jun 10, 2021.

  1. homanicsjake

    homanicsjake

    Joined:
    Feb 18, 2019
    Posts:
    15
    Event Driven Pool Management System
    Download Version 1.1.0 | Documentation
    Supported Unity Versions: 2019.4+

    Event Driven Pool Management System is a system which utilizes UnityEvents to make development an ease when dealing with GameObjects that need managed in a pool. What/How things are pooled is up to the developer.

    The system allows for the developer to define what it means for a pooled object to be initialized, spawned, despawned, and terminated.

    It is also built to work with any project, existing or new.

    Features
    • Provides a set of scripts that can be attached to any GameObject which allow for the utilization of the pool management optimization pattern.

    • Allows for simple pool management of a GameObject prefab and paves way for extensive customization in these regards.

    • Allows for complex pool management of a set of GameObject prefabs and paves way for extensive customization in these regards.

    • Allows for complex pool management of a set of GameObject prefabs using weighted constraints, allowing for certain pool objects to spawn more frequently than others.

    As this asset is very early in development, the documentation details are incredibly lacking. Any form of feedback/assistance is LARGELY appreciated!

    Check out these games utilizing the package:
    Zippe
    Gorglok's Revenge
    ....and is used extensively in any prototype that I create which requires a pool management solution. I find that even creating prototypes with Instantiation/Destroying becomes more work as opposed to prototyping with the system.
     
    Last edited: Jun 14, 2021
  2. homanicsjake

    homanicsjake

    Joined:
    Feb 18, 2019
    Posts:
    15
    Version 1.1.0. has been release!


    This version adds several improvements and bugfixes to the system.
    All of the events are now contained within a container class respective to the script they are a part of. Allowing for more possibilities and a better workflow.

    There are also some event name previsioning's to accommodate the additional events added. There is now a refined set of events that better match the needs of Unity and your game. There are now "Pre Spawn" and "Post Spawn" events on the Pool Entity Manager. Please check the docs for how exactly these work and their use cases. From experience, the pre spawn event may be needed when dealing with UI elements or Transforms/RectTransforms.

    As always, please provide any feedback or suggestions.