To make your game more efficient and run better, you will likely want to use object pooling for objects that are often created and destroyed, such as projectiles, explosions and temporary effects.
The pooling system in the UVC kits enables easy re-use of objects in your game.
Setting Up The Pool Manager
To get started, add a Pool Manager component anywhere in your scene. This is a singleton, which means there should only be one of them in the scene at any time.
The pool manager can be accessed from anywhere in the scene very easily using the PoolManager.Instance reference.
Getting A Pooled Object
The easiest way to get a pooled object is to use the Pool Manager's Get function and passing a prefab reference. This function will create an object pool for the prefab if it hasn't already been done, and return one item at the specified position and rotation (there is also an optional parameter for setting the item's parent transform);
// Get a pooled object at a specified position and rotation
To return an item to the pool, simply deactivate its gameobject. This will make it available for other scripts to use.
The UVC kits include a Deactivate After Lifetime component, which can be used on projectiles, hit effects and other effects to disable them after a specified time and return them to the pool.
Setting Up Object Pools
When you get an object for the first time from the pool manager, it creates an object pool. When this happens, it may affect performance, because several items are created for the pool.
To avoid this, you can manually create your own object pools in a scene with a specified number of starting units. The pool manager will automatically find and use them, avoiding that first-time glitch
To create an object pool:
Create a new gameobject and add an Object Pool component to it.
Drag a prefab into the 'Prefab' property in the inspector.
Set the number of default units in the inspector. This is how many will be created at the start.