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geckoo

Pool System

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Creating objects, usually we instantiate them. Then we can destroy them after use. However it requires some resource and when many instantiated objects must be created, there is an acceptable limit before lag. To avoid wasted resource, it is recommended to use a pooling sustem which preloads those objects, setting them active and storing them for a new use. This way, we limit objects in scene, using always the same (but you have to reset them) ++

 

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A simple script so as to test the previous :

 

SimplePoolSystem.PreLoadInstances to fill pool,

SimplePoolSystem.GetInstance to activate an object,

SimplePoolSystem.StoreInstance to store it for a next use ++

 

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