The (Whisper) Object Pool is a system to help manage the creation and lifetime of reusable game objects. With this system, developers can easily pre-allocate the resources they need when the scene is first loaded, avoiding the cost of loading and destroying potentially reusable game objects when performance is on the line. Simply add your objects to the pool and call use the provided acquire and release functions. With a variety of options, you can configure the pool how you want to! The (Whisper) Object Pool was written to be as robust, fast, and simple to use as possible.
The (Whisper) Object Pool was designed with simplicity in mind. Unlike other similar systems, the (Whisper) Object Pool can be integrated and used with only two method calls, "Acquire(...) and Release(...)." Additionally, the (Whisper) Object Pool keeps your scene organized, allowing you to hide or show pooled objects at runtime.
The (Whisper) Object Pool allows users to save sets of pooled objects and use them in different scenes with a simple drag and drop mechanism. These Pool Presets make customizing the (Whisper) Object Pool easier than ever!
Benefits at a glance:
• Reduce or replace calls to Instantiate and Destroy, which can wreak havoc on the Mono Garbage Collector and slow your game to a crawl.
• Manages pooled and instantiated assets internally, saving you from tedious object management.
• Keep your scene organized and reduce clutter.
• Easy to integrate, easy to use.
• Create "Pool Presets" that can be shared or combined through scenes!
Demo: Pool Demo
Website: Singularity Productions
Forum: (Whisper) Object Pool