Object Pooling 1.2.0
Simple Object Pooling system for Unity Game Objects. It instantiates a pool of prefabs and manages their lifecycle.
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CMegaCrush.ObjectPool.Interfaces.IPooledDespawnHandlerInvoked by the pool immediately before an instance is DEACTIVATED and returned. Use this to stop loops, clear state, and unsubscribe events
 CMegaCrush.ObjectPool.Interfaces.IPooledSpawnHandlerInvoked by the pool immediately after an instance is ACTIVATED and handed out. Use this for SFX/VFX or any "spawn-time" setup you do not want to run during warmup
 CMonoBehaviour
 CMegaCrush.ObjectPool.PoolManagerSimple pooling system for GameObjects
 CMegaCrush.ObjectPool.ReturnInstanceTimerAutomatically return an object to the Pool when the timer expires
 CMegaCrush.ObjectPool.PoolObjectsHolds instances for a single prefab pool
 CMegaCrush.ObjectPool.PoolObjectSettingWhich prefab we want to pool and how many copies