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Getting Started

[This is preliminary documentation and is subject to change.]

Getting started with Pure Pool is incredibly simple. Pick one of the first three managers below, and add it to a GameObject in your scene!

Managers

Rather than deal with individual object pools, it's much easier to work with a manager. A manager is a collection of pools, and can automatically create pools when one doesn't exist. Three different types of manager are included, along with three static classes to help access them:

GameObjectPoolManager

This manager can be placed in your scene, and manages a collection of GameObjectPool pools. This is the most commonly-used manager, and is a simple solution for replacing Instantiate and Destroy of game objects. It uses object/prefab references, in the same way that Object.Instantiate does.

NamedGameObjectPoolManager

This manager can be placed in your scene and requires a GameObjectPoolManager to also be present. It provides access to the collection of GameObjectPool pools using string names, rather than object/prefab references.

ComponentPoolManager

This manager can be placed in your scene, and manages a collection of ComponentPool pools. ComponentPools are harder to use without problems, and should only be used when you're sure you know what you're doing. Stick to GameObjectPoolManager until then.

StaticPoolManager

This manager cannot be placed in your scene! It requires a GameObjectPoolManager to be present in your scene, and will automatically create one if it cannot be found.

This is a static class that makes it easier to interact with the manager, without having to find the manager in the scene.

StaticNamedPoolManager

This manager cannot be placed in your scene! It requires a NamedGameObjectPoolManager to be present in your scene, and will automatically create one if it cannot be found.

This is a static class that makes it easier to interact with the manager, without having to find the manager in the scene.

StaticComponentPoolManager

This manager cannot be placed in your scene! It requires a ComponentPoolManager to be present in your scene, and will automatically create one if it cannot be found.

This is a static class that makes it easier to interact with the manager, without having to find the manager in the scene.

See Also

Other Resources