Instantiating and Destroying objects in the scene during runtine is expensive in terms of memory management. Object pooling is a solution to this problem which allows us to save memory and improve performance.
How does it work?
- All objects are loaded into a pool “once” during initialization
- These objects can then be retrieved from the pool when required
- And returned back to the pool when not required
Advantage: Using this approach allows us to completely abandon calling Instantiate and Destroy funcations during runtime.
How to use:
- Attach the
EasyPool.csscript to any gameobject in the scene (it’s a singleton, but still, just ensure there is only one instance in the scene to avoid any odd scenario).
- Add the prefabs of your choice in the PrefabsToPool list.
- Mention the pool size (default size is 25).
- Check Randomise if you want to retrive objects at rondom from the pool. If unchecked, the objects will be obtained sequentialy similar to a Queue.
- To retrive, Call
EasyPool.Instance.GetObj()in any other scipt where you need to load objects.
Note: The game object obtained in the above step is disabled by default, enable it by calling the SetActive() function on it.
- To return, Call
EasyPool.Instance.ReturnObj(obj)where obj is the object you no longer need.
The “EasyPoolExample” scene inside the Scenes folder shows the implementation with an
ExampleSpawn.cs script included for your assistance.