This package helps you avoid common issues caused by instantiating many GameObjects during runtime by pooling them during initialization moments. It's highly flexible and can be used for any type of GameObject, including 2D, 3D, and UI elements. The package provides a clean scene hierarchy and allows for custom logic to be attached to pooled objects, ensuring a simple life cycle.
The package offers a range of features, including:
- Create pool configurations as scriptable objects
- Automatically generate helper code for easy access
- Asynchronous pool requests during runtime
- One-liners for popping or pushing objects from/to the pool
- Automatic reparenting, scaling, and positioning
- Simple pool-based life cycle
Future plans include making the Addressables requirement optional.
Key features:
- One approach to rule them all: Can be used for any use case, including UI, without customizations
- Create pool configurations as scriptable objects
- Automatically generate helper code for easy access per pool configuration
- Asynchronously request a pool per pool configuration during runtime
- One liners to pop or push objects from or back to the pool
- Automatic (but optional) reparenting, handling scaling and positioning
- Simple pool-based life cycle
Roadmap:
- Make addressables requirement optional





