Object pooling in Unity (Part 2)

Object pooling in Unity (Part 2)

In the previous article we have described the advantages of creational design pattern which can be extended. We will describe our approach in the following text. Every game is composed of innumerable objects which can almost always be divided into several categories....
Object pooling in Unity (Part 1)

Object pooling in Unity (Part 1)

The object pool pattern is a software creational design pattern that uses a set of initialized objects kept ready to use – an object pool – rather than allocating and destroying them on demand. A consumer of the pool will request an object from the pool and perform...