https://github.com/bluepixeldev/refpool
RefPool is a lightweight, ScriptableObject-driven pooling system for Unity 6.0 and above. It enables clean, efficient reuse of GameObjects across scenes without relying on global registries.
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Repository
RefPool is a lightweight, ScriptableObject-driven pooling system for Unity 6.0 and above. It enables clean, efficient reuse of GameObjects across scenes without relying on global registries.
Basic Info
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- Stars: 2
- Watchers: 1
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Metadata Files
README.md
RefPool
RefPool is a lightweight, ScriptableObject-driven pooling system for Unity 6.0 and above.
It enables clean, efficient reuse of GameObjects across scenes without relying on global registries.
Features
- ScriptableObject-based pool references for cross-scene linking
- Lazy pool initialization and automatic cleanup on unload
- Efficient memory management through shared pooling
- Supports runtime spawning with configurable options such as spawn rate, position overrides, and randomization
- Clean integration with Unity’s component model
- Extendable through custom
PoolResourceimplementations for advanced pooling behaviors
Installation
Unity Package Manager (via Git URL)
- Open your Unity project
- Go to
Packages/manifest.json - Add the following line to the
dependenciesblock:
json
"com.bluepixeldev.refpool": "https://github.com/bluepixeldev/refpool.git"
Manual Import
Clone or download this repository and move the RefPool folder into your project's Assets directory.
Usage
Create a Pool Resource
- Right-click in the
Projectwindow - Select
Create > RefPool > Pool or Pool Group - Assign the prefab and configure pool size, increment size, and other settings
Add a RefPoolSpawner
- Attach the
RefPoolSpawnercomponent to a GameObject - Assign the
PoolResourceyou created - Configure spawn behavior as needed
Trigger Spawning
You can trigger pooled object spawning manually or automatically:
```csharp [SerializeField] private PoolSpawner spawner;
void SomeEventTrigger() { spawner.Spawn(); } ```
Extending with Custom Pool Behaviors
RefPool allows you to implement custom pooling logic by extending the PoolResource class. This enables advanced use cases such as dynamic pool resizing, custom initialization, or specialized cleanup logic.
Here’s an example of a custom PoolResource:
```csharp using UnityEngine;
namespace BP.RefPool { public class CustomPoolResource : PoolResource { public override void Initialize() { // Custom initialization logic }
public override GameObject Get()
{
// Custom logic for retrieving a GameObject from the pool
return null;
}
public override bool Release(GameObject gameObject)
{
// Custom logic for releasing a GameObject back to the pool
return true;
}
}
} ```
This flexibility allows you to tailor the pooling system to your specific project requirements.
Contributing
Pull requests and issues are welcome. If you encounter a bug or have a feature suggestion, please open an issue on GitHub.
Owner
- Name: BluePixel
- Login: BluePixelDev
- Kind: user
- Location: Czech Republic
- Repositories: 2
- Profile: https://github.com/BluePixelDev
A game dev. working on an FPS/Roguelike game, Re-Take. Set in the near future, the internet is under attack of a virus. Only you can stop it and regain control.
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