# How Can I Pool Different Objects and Load From Assets Folder?

**URL:** https://discussions.unity.com/t/how-can-i-pool-different-objects-and-load-from-assets-folder/1707386
**Category:** Asset & Content Management
**Tags:** Prefabs, Question, 6.2
**Created:** [February 4, 2026, 1:40pm UTC](https://discussions.unity.com/t/how-can-i-pool-different-objects-and-load-from-assets-folder/1707386 "2026-02-04T13:40:27Z")
**Posts on this page:** 1
**Showing post:** 2

<div class="post-metadata">

### Author: ![Kurt-Dekker](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/kurt-dekker/32/101578_2.png) [@Kurt-Dekker](https://discussions.unity.com/u/Kurt-Dekker)
#### Post date: [February 4, 2026, 2:03pm UTC](https://discussions.unity.com/t/how-can-i-pool-different-objects-and-load-from-assets-folder/1707386/2 "2026-02-04T14:03:21Z")

</div>

Sounds like you wrote a bug… and that means… time to start debugging!

Print out that path you’re making up with `basePath + i` and see what it is for one thing.

For another, it’s always best to make and drag stuff in rather than doing all this crazy resource loading, at least until you have 100% understood the limitations of `Resourcesl.Load<T>();`, as outlined in the documentation.

By debugging you can find out exactly what your program is doing so you can fix it.

> **[Unity - Manual: Debug C# code in Unity](https://docs.unity3d.com/Manual/managed-code-debugging.html)**

Use the above techniques to get the information you need in order to reason about what the problem is.

You can also use `Debug.Log(...);` statements to find out if any of your code is even running. Don’t assume it is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

Remember with Unity the code is only a tiny fraction of the problem space. Everything asset- and scene- wise must also be set up correctly to match the associated code and its assumptions.

ALSO… before you waste too much of your time on pooling…

The costs and issues associated with object pooling / pools:

> [@Object pooling](https://discussions.unity.com/t/object-pooling/892797/10):
>
> As soon as you implement a pooling system, all of a sudden YOU become responsible for writing specific code zeroing out everything on those recycled objects. Sounds easy if they start out as “just a bullet” or something simple. But then you add a Rigidbody… oh now you need to have code that will set .velocity and .angularVelocity to zero before recycling the object. Oh wait, did I change the .drag field and .inertialTensor fields to get my boomerang feeling right? Now I have to reset that. An…

> [@Object pooling in a tower defense game](https://discussions.unity.com/t/object-pooling-in-a-tower-defense-game/833104/2):
>
> Of course… you just Destroy() them. When you play with object pooling, you basically become the “Inventory Keeper” of all those objects, and you now have to write extra code to do your bidding. This code has to be meticulously correct from a bookkeeping standpoint or else you get issues like what you see above. For 99% of games, object pooling is unlikely to make a visible performance difference. Object pooling can also have a high cost as far as restructuring the lifetime of objects within…

In very rare extremely-high-count object circumstances I have seen small benefits from pooling.

In MOST circumstances, object pooling is a source of complexity, bugs and edge cases while not giving any measurable benefit.

Pooling is often conflated with preloading.

They are not the same.

Preloading involves getting the data that you know you will need out of the bundle and decompressing that data into RAM. That will almost always cause a hitch.

That’s why putting references to everything in your scene guarantees it is loaded all at once with the scene, which is always the biggest hitch.

But you generally don’t care because scene loading happens all at once, and if you want, it happens behind your async loading screen, if need be.

Shoving little bits and bobs around in RAM causes far less hitch, especially just creating fresh instances of GameObjects and MonoBehaviours.

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