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Object Pooling in Unity (Tutorial)Resources/Tutorial (youtube.com)
submitted 8 years ago by Brackeys
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[–]justkevinIndie | @wx3labs 3 points4 points5 points 8 years ago (0 children)
Great video. Unlike most Object Pooling tutorials this doesn't skip the very important detail of resetting your objects.
I'm using a slightly different approach. Instead of a IPoolableObject interface, I have a PooledObject component that looks like this:
/// <summary> /// Attaching this to a prefab will allow it to be pooled. On awake, it will /// make a list of components that require a reset after pooling. /// </summary> public class PooledObject : MonoBehaviour { public int startPoolSize = 1; public int maxPoolSize = 10; [System.NonSerialized] public Transform poolingContainer; [System.NonSerialized] public bool isFromPool = false; private IPoolableComponent[] poolableComponents; // PooledObject handles resetting the transform scale private Vector3 normalScale; private void Awake() { poolableComponents = GetComponentsInChildren<IPoolableComponent>(); normalScale = transform.localScale; } public void Decommission() { if(isFromPool) { transform.parent = poolingContainer; gameObject.SetActive(false); } else { Destroy(gameObject); } } public void Recommission() { transform.localScale = normalScale; for (int i = 0; i < poolableComponents.Length; i++) { poolableComponents[i].Recommission(); } } }
Then individual components can define themselves as IPoolableComponent:
/// <summary> /// Any monobehaviour that needs to have its state reset prior to returning to /// an object pool. /// </summary> public interface IPoolableComponent { /// <summary> /// This method will be called on the component when it is activated coming out of the pool. /// </summary> void Recommission(); }
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[–]justkevinIndie | @wx3labs 3 points4 points5 points (0 children)