Provides efficient and lazy object pool, designed to use with the prefabs referenced by a component.
Features:
- Convenient API
- Simple and efficient
- Highly configurable
- Test coverage
Unlike Unity's built-in object pool (available since version 2021), this pool aims to minimize the need for configuration and reduce the amount of code required to make it work. It is not a replacement for traditional object pools, where a dedicated pool is allocated per object type, but a solution to a specific problem, where there is a necessity to create a large number of instances of different prefabs.
Follow the guide by this link to install the package using OpenUPM (recommended).
Or you can add the package to your project via UPM using this Git URL: https://github.com/s-rayleigh/PrefabPool.git
You can access the pool in either of these ways:
- Use the static methods of the
GlobalPrefabPool
. They will also create the pool object in theGlobalPrefabPool.Instance
property on the first usage. - Use the
GlobalPrefabPool.Instance
static property that acts like a Singleton. - Create an object of the
PrefabPool
class. - Use your favorite DI framework to inject the
PrefabPool
class.
To get an object from the pool, use the Get
or TryGet
methods. The pool itself is prefab-oriented, so you need
to use prefab as an argument referenced by a component (e.g., Transform
or any inherited from MonoBehaviour
).
To return an object to the pool, use the Release
method.
You should only return the object to the pool from which it's taken.
If the pool has no available objects, it will create new ones, but you can create them in advance using the Prewarm
method. It also keeps track of the number of objects it has created, which you can access using the CountAll
,
CountInactive
, and CountActive
methods.
You can also configure the pool per prefab using the Configure
method and providing the PoolParameters
struct,
which allows you to specify the following parameters:
- The max capacity of the pool (
int.MaxValue
by default) - Whether to activate an object when it's taken from the pool (
true
by default) - Action to perform when the object is:
- Created by the pool
- Taken from the pool
- Returned to the pool
- Destroyed by the pool
You can adjust these parameters at any time.
When the pool reaches its max capacity, any returned object will be destroyed, the Get
method will fail with an
exception, and the TryGet
method will return false.
To destroy all the inactive objects in the pool, use the ClearInactive
method. You can also specify prefab as an
argument to destroy only its instances.
If you want to receive the events in the component through which the prefab is referenced, you can implement these
interfaces: IPoolGetHandler
, IPoolReleaseHandler
, and IPoolDestroyHandler
.
Please note that the pool is not thread-safe and is intended to be used on the Unity main thread.
class MyComponent : MonoBehaviour, IPoolReleaseHandler
{
[SerializeField]
private Renderer rend;
public void SetMaterial(Material material) => this.rend.sharedMaterial = material;
public void OnPoolRelease() => this.rend.sharedMaterial = null;
}
class Spawner : MonoBehaviour
{
[SerializeField]
private MyComponent prefab;
[SerializeField]
private Material mat;
private List<MyComponent> instances = new();
private void Awake()
{
for(var i = 0; i < 500; i++)
{
var instance = GlobalPrefabPool.Get(this.prefab);
instance.SetMaterial(this.mat);
this.instances.Add(instance);
}
}
private void OnDestroy()
{
foreach(var instance in this.instances) GlobalPrefabPool.Release(instance);
}
}
Configuration example:
GlobalPrefabPool.Configure(this.prefab, new(
maxCapacity: 500,
onGet: obj => Debug.Log($"Object {obj.name} is taken from the pool.")
));
See the tests for more examples.