Lightweight Unity pooling with a built-in real-time monitor. One-line pool creation, live usage visualization, peak tracking, and automatic object return — all with zero dependencies.PoolHandle API — Create independent pools with PoolScope.CreatePool(). Each call returns a handle; no string keys, no singletons to manage.Three loader types — Supply a prefab directly, load from Resources, or pass a custom factory function for Addressables or any external pipeline.Auto-return — Call pool.Get(float lifetime) or attach PoolScopeAutoReturn to a prefab with a default lifetime set in the Inspector.Runtime Monitor — Toggle with a configurable hotkey or 3-finger tap on mobile. Resize the window and watch usage bars update live.Editor Monitor — Dedicated EditorWindow under Window > PoolScope > Monitor with per-pool usage bars and peak markers.Class pool support — Pool plain C# objects alongside GameObjects with PoolScope.CreateClassPool().IPoolable callbacks — Implement OnGet and OnReturn on any component for initialization and cleanup hooks.Zero dependencies — No framework, no singleton base class. Initializes automatically before the first scene loads.Fully open source — All source code is included and unobfuscated. Read it, modify it, and make it your own.Supported OS : Windows / Mac OSDocument : HereTranslation, and code refactoring were assisted by AI.


