Particle Pooling Strategies?

I’m trying to come up with a way to manage particles so that I’m not instantiating and destroying GameObjects all the time. I’m wondering how other people have managed this? This would mainly be used for momentary collision particles that are played when two objects bump.

I know I could use the SpriteManager class, but then I’d have to reimplement all the nifty stuff that the particle system can do.

I may be misunderstanding your question, but the Ellipsoid particle emitter has an emit property. If you look in the 2D platformer tutorial there’s a script called SpecialEffectHandler that lets you turn on and off the emit property of all the child objects of the GO that the script is attached to.

This way you can set up your particle generators and leave them there all the time and just turn them on when they need to be showing, and off when they don’t.

You could have a bank of them that you move about the scene or keep in a default location, move to the right location, turn on, and then turn off and return to the default location to do your effects. You’d be limited in the number of effects you show at a given point in time, but you’d avoid the allocation/deallocation of objects at runtime.