Object Pooling is a way to optimize your projects and lower the burden that is placed on the CPU when having to rapidly create and destroy new objects. It is a good practice and design pattern to keep in mind to help relieve the processing power of the CPU to handle more important tasks and not become inundated by repetitive create and destroy calls.
The ObjectPool uses a stack to hold a collection of object instances for reuse and is not thread-safe.
using UnityEngine;
using UnityEngine.Pool;
public class SimplePoolExample : MonoBehaviour
{
// The pool holds plain GameObjects (you can swap this for any component type).
private ObjectPool<GameObject> pool;
void Awake()
{
// Create a pool with the four core callbacks.
pool = new ObjectPool<GameObject>(
createFunc: CreateItem,
actionOnGet: OnGet,
actionOnRelease: OnRelease,
actionOnDestroy: OnDestroyItem,
collectionCheck: true, // helps catch double-release mistakes
defaultCapacity: 10,
maxSize: 50
);
}
void Update()
{
// Press Space to spawn one pooled object for 1 second.
if (Input.GetKeyDown(KeyCode.Space))
{
GameObject gameObject = pool.Get();
gameObject.transform.position = Random.insideUnitSphere * 5f;
// Return it to the pool after a short delay.
StartCoroutine(ReturnAfter(gameObject, 1f));
}
}
// Creates a new pooled GameObject the first time (and whenever the pool needs more).
private GameObject CreateItem()
{
GameObject gameObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
gameObject.name = "PooledCube";
gameObject.SetActive(false);
return gameObject;
}
// Called when an item is taken from the pool.
private void OnGet(GameObject gameObject)
{
gameObject.SetActive(true);
}
// Called when an item is returned to the pool.
private void OnRelease(GameObject gameObject)
{
gameObject.SetActive(false);
}
// Called when the pool decides to destroy an item (e.g., above max size).
private void OnDestroyItem(GameObject gameObject)
{
Destroy(gameObject);
}
private System.Collections.IEnumerator ReturnAfter(GameObject gameObject, float seconds)
{
yield return new WaitForSeconds(seconds);
// Give it back to the pool.
pool.Release(gameObject);
}
}