{"id":13661817,"url":"https://github.com/Woreira/Unity-Simple-Pooling-System","last_synced_at":"2025-04-25T03:31:29.249Z","repository":{"id":183837707,"uuid":"457406346","full_name":"Woreira/Unity-Simple-Pooling-System","owner":"Woreira","description":"A simple, easy to implement pooling system for unity","archived":false,"fork":false,"pushed_at":"2022-02-09T15:38:44.000Z","size":48,"stargazers_count":2,"open_issues_count":0,"forks_count":0,"subscribers_count":1,"default_branch":"main","last_synced_at":"2024-08-02T05:13:24.144Z","etag":null,"topics":["csharp","pooling","unity","unity3d","utility"],"latest_commit_sha":null,"homepage":"","language":"C#","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Woreira.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null}},"created_at":"2022-02-09T15:03:07.000Z","updated_at":"2023-05-14T02:15:19.000Z","dependencies_parsed_at":"2023-07-26T02:50:35.056Z","dependency_job_id":null,"html_url":"https://github.com/Woreira/Unity-Simple-Pooling-System","commit_stats":null,"previous_names":["woreira/unity-simple-pooling-system"],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Woreira%2FUnity-Simple-Pooling-System","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Woreira%2FUnity-Simple-Pooling-System/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Woreira%2FUnity-Simple-Pooling-System/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Woreira%2FUnity-Simple-Pooling-System/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Woreira","download_url":"https://codeload.github.com/Woreira/Unity-Simple-Pooling-System/tar.gz/refs/heads/main","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":223979861,"owners_count":17235482,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["csharp","pooling","unity","unity3d","utility"],"created_at":"2024-08-02T05:01:42.116Z","updated_at":"2024-11-10T16:32:13.980Z","avatar_url":"https://github.com/Woreira.png","language":"C#","funding_links":[],"categories":["C\\#"],"sub_categories":[],"readme":"# Unity Simple Pooling System\nAn easy to implement pooling system. Meant for those *\"in hindsight I should have used that\"* moments. It uses dictionaries to keep track of the pools and the objects.\n\nThis was made as a \"one size fits all approach\" needless to say, it is faster than Instantiate-then-Destroy, but not as fast as a custom system.\n\n\u003e The main purpose here is a system that works with minimal changes to\n\u003e the rest of the code, `Instantiate()` calls can be swapped easily by\n\u003e `PoolManager.Allocate()`, and the same goes for `Destroy()` and\n\u003e `PoolManager.Deallocate()`\n\n## Usage\n- **Allocate** from the pool using `PoolManager.Allocate()`, in place of instantiate, no need for those pesky pool managing things or convoluted calls:\n- ![Allocation Example](https://github.com/Woreira/Unity-Pooling-System/blob/main/Snippets/Captura%20de%20tela%202022-02-09%20121514.png)\n- **Deallocate** from the pool using `PoolManager.Deallocate()`:\n- ![Deallocation Example](https://github.com/Woreira/Unity-Pooling-System/blob/main/Snippets/Captura%20de%20tela%202022-02-09%20121614.png)\n- Use `PoolManager.ClearAllPools()` to clear all pools *(duh)*, it calls `PoolManager.Deallocate(`) on every pooled obj. This prevents bugs especially on scene changes and level wipes (like having to wipe all enemies from the scene on gameover, for example);\n\nLiked the repo? Give it a star then!\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FWoreira%2FUnity-Simple-Pooling-System","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FWoreira%2FUnity-Simple-Pooling-System","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FWoreira%2FUnity-Simple-Pooling-System/lists"}