Web Reference: In this tutorial, we’re building a simple yet powerful object pooling system in Unity — with support for multiple object types, efficient reusability, and clean, scalable code. Object Pooling is a creational design pattern that pre-instantiates all the objects you’ll need at any specific moment before gameplay. This removes the need to create new objects or destroy old ones while the game is running. RandomObjectPooler.cs — independent script by Makaka Games which is used for Throwing Objects in Throw Control and for Enemies in AR Shooter— so, it’s a pretty universal solution. The description below will be based on Throw Control: all Throwing Objects are created at the Scene Start from prefabs and used throughout the Scene Session.
YouTube Excerpt: Forget constant Instantiate calls and messy object management. In this tutorial, we're building a
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