The PoolableObject type exposes the following members.
Constructors
Name | Description | |
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PoolableObject |
Initializes a new instance of the PoolableObject class
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Methods
Name | Description | |
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DeactivateAllPoolableObjectsOfMyKind |
Moves all poolable objects of this kind (instantiated from the same prefab as this instance) back to the pool.
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GetAllPoolableObjectsOfMyKind |
Retrieves an array of all poolable objects of this kind (instantiated from the same prefab as this instance).
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GetSerialNumber |
Gets the object's pool serial number. Each object has a unique serial number. Can be useful for debugging purposes.
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GetUsageCount |
Gets the usage counter which gets increased each time an object is re-used from the pool.
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IsDeactivated |
Checks if the object is deactivated and in the pool.
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Fields
Name | Description | |
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doNotDestroyOnLoad |
If enabled the object will not get destroyed if a new scene is loaded
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maxPoolSize |
The maximum number of instances of this prefab to get stored in the pool.
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preloadCount |
This number of instances will be preloaded to the pool if Preload(GameObject) is called.
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sendAwakeStartOnDestroyMessage |
If enabled Awake(), Start(), and OnDestroy() messages are sent to the poolable object if the object is set
active respectively inactive whenever Destroy(GameObject) or
Instantiate(GameObject) is called.
This way it is simulated that the object really gets instantiated respectively destroyed.
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sendPoolableActivateDeactivateMessages |
If enabled a OnPoolableObjectActivated and OnPoolableObjectDeactivated message is sent to
the poolable instance if the object is activated respectively deactivated by the ObjectPoolController
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