Provides an object pool you can use to improve performance when needing to instantiate many of the same object, such as a particle effect you reuse throughout a set.

To use it, add the ObjectPoolElement to a game object in your hierarchy, assign a prefab that should be instantiated, and then trigger it to instantiate a copy of your prefab by assigning ObjectPoolElement.InstantiateAndEnableAt() to any event in the scene. The method takes a Transform component to use as the position to place the instance of your prefab.

ObjectPoolElement component

Next: ObsElement

Edit this page.
This documentation was generated by the My App Documentation Project. We're always open to new contributions *wink* *wink*