I propose generic object pooling functionality. Object pooling aims to alleviate the performance hit of instantiating/destroying many objects by activating/deactivating the objects instead, reusing objects when needed. Several systems could benefit from object pooling: Enemy, projectile, and item spawns, on-demand audio, and on-demand effects. If a generic object pool were implemented, these systems could have consistent object pooling functionality and would not have to implement system-specific pools. If this were to become a desired feature, I would like to work on it and would implement something along these lines: https://liamederzeel.com/a-generic-object-pool-for-unity3d/ I would like to hear from other collaborators about whether generic object pool functionality is desirable and what they would like to see in one from the perspective of systems they're envisioning.