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[RELEASED] Runtime Pool

Discussion in 'Assets and Asset Store' started by Krealit-OOO, Mar 17, 2020.

  1. Krealit-OOO

    Krealit-OOO

    Joined:
    Jun 13, 2013
    Posts:
    6
    Runtime Pool
    A highly configurable object pool that can be created and used at runtime.

    Available on Asset Store

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    Sometimes instead of continuously create and destroy game objects or another kind of data it's better to reuse those data. This package contains of two parts: a base abstract pool to create custom pools for user types and a pool for transforms.

    A base pool features:

    • A lot of callbacks to catch and process main events (item creation, spawn, despawn, etc.)
    • You also can process main events deriving a pool item type from IPoolEventListener interface
    • Pool can preload items on initialization or you can request items creation manually
    • You can limit a pool capacity
    • You can limit a pool's item lifetime
    • Has a lot of tooltips in inspector view
    • Informative inspector view in Play Mode: it shows a lists of spawned and despawned items and a lifetime of each spawned item if its limited
    A transform pool features:
    • Has all features of base pool
    • You also can process main events deriving an item transform components from IPoolEventListener interface
    • Pool can create its items in a separate scene or as a children of parent transform
    • You can setup transform pools in Editor Mode as well as create a new one in Play Mode
    Another features:
    • You can create your own pool with all base pool features deriving your pool class from a base pool class
    • Source code is fully documented
    • Package contains some simple examples and one more complex example those represents a base usage of pools and a document with full package description
    For more information see Manual and API documentation.

    profiler_compare.jpg examples.jpg tooltips_and_docs.jpg create_new_pool.jpg
     
    Last edited: Jul 5, 2020