Pooling Manager


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.