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This C# code defines a namespace called `ObjectPoolingSystem` which contains a class `ObjectPooling`. The purpose of this class is to efficiently manage and reuse objects in a Unity game to improve performance, specifically by implementing object pooling. Object pooling is a design pattern used to recycle objects rather than creating and destroying them repeatedly, which can be resource-intensive.

Description of the Code:

1. MakeClones(GameObject Prefab, int listCount, List<GameObject> list)

   - Creates inactive copies of a GameObject and stores them in a list.

2. MakeClones(GameObject Prefab, Vector3 Position, int listCount, List<GameObject> list)

   - Similar to the above method but allows specifying the initial position for all clones.

3. MakeClones(GameObject Prefab, Transform Parent, int listCount, List<GameObject> list)

   - Creates clones and parents them under a specified Transform.

4. MakeClones(GameObject Prefab, int listCount, List<ParticleSystem> list)

   - Creates inactive copies of a ParticleSystem component and stores them in a list.

5. MakeClones(GameObject Prefab, Transform Parent, int listCount, List<ParticleSystem> list)

   - Creates ParticleSystem clones and parents them under a specified Transform.

6. GatClone(GameObject OriginPrefab, Vector3 Position, Quaternion Rotation, List<GameObject> list)

   - Retrieves an inactive GameObject from the pool, activates it, and positions it. Creates a new clone if none are available.

7. GatClone(GameObject OriginPrefab, Transform OriginParent, Vector3 Position, Quaternion Rotation, List<GameObject> list)

   - Similar to the above method but allows specifying a parent Transform.

8. GatClone(GameObject OriginPrefab, ContactPoint2D posAndRot, List<ParticleSystem> list)

   - Retrieves an inactive ParticleSystem from the pool, activates it, and positions it based on a 2D contact point.

9. GatClone(GameObject OriginPrefab, Transform OriginParent, ContactPoint2D posAndRot, List<ParticleSystem> list)

   - Similar to the above method but allows specifying a parent Transform.

10. GatClone(GameObject OriginPrefab, ContactPoint posAndRot, List<ParticleSystem> list)

    - Retrieves an inactive ParticleSystem from the pool, activates it, and positions it based on a 3D contact point.

11. GatClone(GameObject OriginPrefab, Transform OriginParent, ContactPoint posAndRot, List<ParticleSystem> list)

    - Similar to the above method but allows specifying a parent Transform.

Summary:

This `ObjectPooling` class provides several overloaded methods to create and manage pools of inactive GameObjects and ParticleSystems. It also includes methods to retrieve and activate these objects when needed, positioning and rotating them appropriately. This approach optimizes performance by reducing the overhead associated with repeatedly creating and destroying objects during gameplay.

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In order to download this asset pack you must purchase it at or above the minimum price of $2 USD. You will get access to the following files:

unity-object-pooling.unitypackage 29 kB

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