【パブリッシャー丸ごとセール第103弾】9月20日 0:00 〜 9月26日(木) 23:59まで
Imphenziaのアセット50%オフ
↓↓↓ 今週の無料アセットプレゼント🎁
『Blasters Large』$21.95 => FREE(9月26日 23:59まで無料)
クーポンコード:IMPHENZIA
【Fresh Asset sale】⏰️ 9月19日 〜 10月2日 23:59まで NEW!!
200を超える最新の人気アセットがお買い得。秋のフレッシュアセットセール開催 🎉
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クーポンコード:SEP10BER
※ 有効期限:2024年9月30日まで、複数回利用可能、セール品以外にも使えます
【Humble Bundle】 その他 ソフトウェアバンドルはこちら
『BLENDER MARKET: BEST OF 2024』 ⏰️ 10月5日(土) 3時まで
Blender用のワールド構築ツールキット。地形、液体、人間、植物など豪華なアセットバンドル
価格:$30で31アイテム
『LEARN TO CREATE GAME ART IN BLENDER 2024』 ⏰️ 9月24日(火) 3時まで
Blenderのスキルアップ。GameDev.tvのGDTVゲームアートバンドルコース(英語)
『LEARTES UNREAL AND UNITY ASSETS GIGA BUNDLE ENCORE』 ⏰️ 10月7日(月) 3時まで
最新3Dモデルが破格⚡️Unityとアンリアルエンジン混合バンドル $30で61アイテム
Blazingly fast, and simple to use, advanced prefab pooling solution.UniPool - Advanced Universal Prefab Poolingprovides a way to pool all kinds of prefabs into a single universal pool.This allows to pool prefabs without dependencies, with a natural workflow, similar to Instantiate and Destroy.Optimizations:UniPool uses PoolCell object to cache GameObject, TransformIn addition, you may specify one Component type, located on prefab or in children, to be cached as well (including interface type).This is so you can avoid unnecessary (costly at scale) calls to .GetComponent; .gameObject; transform;Use features:Get - get object from pool,with or without prior registration (can be fully dynamic)Registration - may choose to register a prefab before use (by prefab or string name)Fill - can instantiate an amount of prefabs to poolRelease - releases object back to pool. Release can be done by passing a reference, any of: PoolCell, GameObject, Transform, Component.UGUI object pooling - Pooling works for regular 3D objects and UI objects alike.Custom container - can specify what object to use as a pool container for each particular prefabExample code:PoolCell cell = UniPool.Get(prefab);PoolCell cell = UniPool.Get("registeredName");PoolCell cell = UniPool.Get(prefab);cell.gameObject; // cached gameObjectcell.transform; // cached transformcell.GetComponent(); // retrieves cached component reference// Plain prefab.UniPool.Register(prefab);// Prefab with component caching of specified type T// attach string name, that can be used to Get("prefab") via string nameUniPool.Register(prefab, "prefab");// Release by passing any of: PoolCell, Transform, GameObject, ComponentUniPool.Release(transform);UniPool - Advanced Universal Prefab Poolingprovides a way to pool all kinds of prefabs into a single universal pool.This allows to pool prefabs without dependancies, with a natural workflow, similar to Instantiate and Destroy.Optimizations:UniPool uses PoolCell object to cache GameObject, TransformIn addition, you may specify one Component type, located on prefab or in children, to be cached as well (including interface type).This is so you can avoid unnecessary (costly at scale) calls to .GetComponent; .gameObject; transform;Use features:Get - get object from poolwith or without prior registration (can be fully dynamic).Registration - may choose to register a prefab before use (by prefab or string name).Fill - can instantiate an amount of prefabs to pool.Release - releases object back to pool. Release can be done by passing a reference of: PoolCell, GameObject, Transform, Component.
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