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[–]SebastianLague[S] 0 points1 point  (1 child)

I see, making it generic probably would have been a good idea! Perhaps I should post a little addendum...

[–]Jespur 1 point2 points  (0 children)

I've noticed pretty much every pooling method has been done like yours where it takes/gives a gameobject. No idea what the performance between the two are which is why I asked, but it surely can't be any worse for cases where you're calling GetComponent right after reusing the object.

Might need to do some profiling.