- Faster in terms of performance than Instantiate/Destroy (Test at the end of README)
- Easy to use
- Easy to integrate with already written spawn systems
- Callbacks OnGet & OnRelease for resseting after object being used
If you have Git on your computer, you can open Package Manager indside Unity, select "Add package from Git url...", and paste link https://github.com/IntoTheDev/Object-Pooling-for-Unity.git
or
Open the manifest.json file of your Unity project.
Add "com.intothedev.objectpooling": "https://github.com/IntoTheDev/Object-Pooling-for-Unity.git"
Download latest package from the Release section. Import ObjectPooling.unitypackage to your Unity Project
using ToolBox.Pools;
using UnityEngine;
public class Spawner : MonoBehaviour
{
[SerializeField] private GameObject _prefab = null;
private void Awake()
{
_prefab.Populate(count: 50);
}
}
Also, you can just put PoolInstaller component on any object on Scene and select which objects you want to prepopulate
using ToolBox.Pools;
using UnityEngine;
public class Spawner : MonoBehaviour
{
[SerializeField] private GameObject _prefab = null;
public void Spawn()
{
_prefab.Get(transform.position, transform.rotation);
// Get object from pool with component
_prefab.Get<Rigidbody>(transform.position, transform.rotation).isKinematic = true;
}
}
using ToolBox.Pools;
using UnityEngine;
public class Spawner : MonoBehaviour
{
[SerializeField] private GameObject _prefab = null;
public void Spawn()
{
var instance = _prefab.Get(transform.position, transform.rotation);
instance.Release();
}
}
using ToolBox.Pools;
using UnityEngine;
public class Health : MonoBehaviour, IPoolable
{
[SerializeField] private float _maxHealth = 100f;
private float _health = 0f;
private void Awake() =>
_health = _maxHealth;
// IPoolable method
public void OnGet() =>
_health = _maxHealth;
// IPoolable method
public void OnRelease() { }
}
Creating and destroying 1000 objects.
using Sirenix.OdinInspector;
using System.Diagnostics;
using UnityEngine;
public class Tester : MonoBehaviour
{
[SerializeField] private GameObject _object = null;
[Button]
private void Test()
{
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
for (int i = 0; i < 1000; i++)
{
var instance = Instantiate(_object);
Destroy(instance);
}
stopwatch.Stop();
print($"Milliseconds: {stopwatch.ElapsedMilliseconds}");
}
}
using Sirenix.OdinInspector;
using System.Diagnostics;
using ToolBox.Pools;
using UnityEngine;
public class Tester : MonoBehaviour
{
[SerializeField] private GameObject _object = null;
private void Awake()
{
_object.Populate(1000);
}
[Button]
private void Test()
{
Stopwatch stopwatch = new Stopwatch();
stopwatch.Start();
for (int i = 0; i < 1000; i++)
{
var instance = _object.Get();
instance.Release();
}
stopwatch.Stop();
print($"Milliseconds: {stopwatch.ElapsedMilliseconds}");
}
}