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README.md

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# Object pooling within unity
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# Runtime-extendible Object-pooler within unity
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You may have made games in the past that created and destroyed a lot of items (such as bullets or enemies).
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What you may not have known is that the act of instantiating and destroying are inefficient and can slow your projects down.
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This is where Object-pooling comes in . This project contains fully finished example of a object-pooler .
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This pool creates objects that you defined on start and creates additionally if more spawn request comes to the pool than pools capacity and manages newly added pool objects too ! .
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Add this pooler to your project and start using directly !
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## Import
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1. Go to [release](https://github.com/ertanturan/UnityObjectPooling/releases) page.
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2. Download the lates release of the package.
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3. Import it to your unity project.
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## Usage
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1. Head to your hierarchy >> Right Click >> Create Empty
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2. Add Component >> Object Pooler >> Set size that you wish to add to your project.
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3. Create Script which inherits from PooledObject Class
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`` public Class ExampleClass : PooledObject``
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4. Add a type to 'enum PooledObjectType' (Can be found under Assets/Scripts/ObjectPool/PoolderObjectType.cs)
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5. Retrun to the game object you created on hierarchy drag and drop your prefab to Prefab property on objectpooler's pool . Set the tag you wrote on step 4. set size (How many object you want to create on beginning).
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### To Spawn and Despawn
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`` ObjectPooler.Instance.SpawnFromPool(PooledObjectType.YourTypeComesHere , transform.position, Random.rotation); ``
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Attention ! : Despawn should be called from the pooled object .
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`` ObjectPooler.Instance.Despawn(Type,gameObject); ``
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## Demo Project
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Demo project can be found under 'Assets/Scenes' folder named ' Main '
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## Contributing
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Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.
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Please make sure to update tests as appropriate.
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# ENJOY !

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