Fast, lease-safe GameObject pooling for Unity 2022.3+. Prewarm, spawn, reset, monitor, and maintain prefabs with a simple extension API.VPool is a prefab-first GameObject pooling toolkit for teams that want the familiar Unity GameObject workflow without rebuilding pool ownership, lifecycle, delayed returns, metrics, and Editor tooling.Start with one extension call, then spawn and return GameObjects or root components through a compact API. Use IPoolableObject or the included reset helpers to make reused prefabs predictable.What you get:- Prefab-first pools with initial capacity and idle MaxCapacity.- O(1) warm lookup by prefab, pool name, and pooled-instance ownership.- Safe Try APIs and local-parent spawn helpers.- Immediate, scaled-time, realtime, and lease-safe delayed returns.- Immediate or frame-spread prewarm with cancellation.- Live per-pool and manager metrics.- Runtime Dashboard with search, warnings, and maintenance actions.- Ready helpers for Rigidbody 3D/2D, particles, trails, audio, and automatic despawn.- Demo scenes, full source, automated Edit Mode and Play Mode tests, README, changelog, Markdown guide, and a 20-page PDF developer guide.VPool is suitable for projectiles, enemies, impact effects, particles, audio emitters, UI popups, and other frequently reused prefabs in 2D or 3D projects.Existing VCreatePool, VGetPoolObject, VSpawn, VReturnPoolObject, and VDespawn workflows remain supported.Performance depends on prefab complexity, callbacks, platform, and workload. VPool includes a reproducible benchmark controller and profiling guidance so you can measure your own content instead of relying on a universal FPS or zero-allocation claim.Minimum Unity version: Unity 2022.3 LTSIncluded assemblies:- VPool.Runtime- VPool.Editor- VPool.Demo- VPool.Tests.EditMode- VPool.Tests.PlayModeCore API:- VCreatePool / VGetPoolObject / VTryGetPoolObject- VSpawn / VTrySpawn- VSpawnLocal / VTrySpawnLocal- VReturnPoolObject / VTryReturnPoolObject- VDespawn / VDespawnRealtime- Prewarm / PrewarmOverFrames / CancelPrewarm- Trim / Clear / RemoveDestroyedObjects / RemovePool- Pool and PoolManager runtime metricsCompatibility:- GameObject and root Component workflows- 2D and 3D projects- Runtime code is independent of Built-in, URP, HDRP, or a custom render pipeline- No third-party runtime dependency- Full C# source includedPackage contents:- Two demo scenes- Runtime Dashboard and PoolManager Inspector integration- Ready-to-use lifecycle/reset components- Automated Edit Mode and Play Mode test suites- Reproducible benchmark source- README, changelog, Markdown documentation, and PDF developer guideImportant:- MaxCapacity limits idle storage, not simultaneous checked-out instances.- The global PoolManager is persistent; scene-local pool scopes are not built in.- Addressables loading/release lifetime remains owned by the caller.- Generic Component APIs resolve the pooled object's root component.

