Online Documentation | Discord | Bug & Features Request |
New Features
- More flexible management mechanism.
- Added a Pooling Holder to centrally manage all pooled objects.
- When switching scenes, you can choose to keep or destroy the specified pool. By default, those objects pooled in runtime will be destroyed.
- Added a Pooling Manager Inspector. Open [Window/HHK/Pooling Inspector] from the menu.
- Automatically extends the size of the pools.
🙀 Core APIs
- PoolingManager.Load(string key, Transform parent);
- PoolingManager.Load(GameObject go, Transform parent)
- PoolingManager.Release(GameObject go);
Features
- Ultra-simplicity API: There are no redundant APIs, only the core APIs that you care about.
- Everything can be pooled: Not limited to prefabs, scene objects can even be pooled at runtime.
- Support particle system automatic releasing: After the particle system has finished playing, it will be released automatically.
- Clean & clear: No component or script needs to be attached to the game object.
- Easy to organize: It supports group pooling. According to the scene's needs, it flexibly combines objects that need to be pooled.
- Zero learning cost: There is almost no learning curve, and it can be easily applied to current projects.
- Source code included.
Tutorial included.