This flexible object pooling system is included in the Core GameKit system, but now you can purchase it as a standalone.
Pooling is a necessity for all platforms and all game types. It helps avoid the costly Instantiate and Destroy calls that cause performance problems by re-using Game Objects.
Pool Boss allows you to set up pre-loaded copies of any prefab, including Particle Systems. It’s extremely easy and fast to set up and use. Addressables also supported!
Use one short line of code to Spawn or Despawn your objects, or use the included Playmaker actions!
I don’t know how to add that but it’s a possibility. Let me know if you have any information about how that might work? I’ve been avoiding Photon because we use Bolt in-house.
We’re offering a special Halloween FREE sale for Pool Boss! We will return it to be a paid product after the first 250 downloads. Great time to get a solid product for nothing!
Please do leave a review on the Asset Store after you’ve used it if you manage to be one of the lucky 250.
I just downloaded it myself from the Asset Store and it appears to have lost all the meta files, so the main prefab and Example Scene were not working. We have fixed it and V 1.0.1 is on the Asset Store now. Sorry about this, but anyone who already downloaded will need to get the latest version.
That’s how the Asset Store works. Doesn’t matter what (or if) you paid, updates to the same product are free forever, regardless of how much the current price is.
This is true unless the author does a move like Daikon Forge recently did and suddenly pulls their product off the store. We have no intention of ever doing that under any circumstance.
It does almost everything Pool Manager does. I didn’t build the features that I personally think are useless or a bad idea, such as later Instantiating certain objects after Scene start, and allowing more than 1 pool.
Actually, not allowing more than one pool means that there’s no need for a “runtime pool item” script or whatever it’s called. Anything can just despawn into the one pool.
But then we have things that PM doesn’t have, like a display of the count of spawned items per prefab, the ability to click on it to select them in the Scene, and a button to despawn all of that item.