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Simple Example of a prefab pool, see Other example here https://gist.github.com/James-Frowen/c2ab4cdc96165298518bd2db0781bbe6
using System.Collections.Generic;
using Mirror;
using UnityEngine;
namespace JamesFrowen.MirrorExamples
{
public class PrefabPoolManager : MonoBehaviour
{
[Header("Settings")]
public int startSize = 5;
public int maxSize = 20;
public GameObject prefab;
[Header("Debug")]
[SerializeField] Queue<GameObject> pool;
[SerializeField] int currentCount;
void Start()
{
InitializePool();
ClientScene.RegisterPrefab(prefab, SpawnHandler, UnspawnHandler);
}
void OnDestroy()
{
ClientScene.UnregisterPrefab(prefab);
}
private void InitializePool()
{
pool = new Queue<GameObject>();
for (int i = 0; i < startSize; i++)
{
GameObject next = CreateNew();
pool.Enqueue(next);
}
}
GameObject CreateNew()
{
if (currentCount > maxSize)
{
Debug.LogError($"Pool has reached max size of {maxSize}");
return null;
}
// use this object as parent so that objects dont crowd hierarchy
GameObject next = Instantiate(prefab, transform);
next.name = $"{prefab.name}_pooled_{currentCount}";
next.SetActive(false);
currentCount++;
return next;
}
// used by ClientScene.RegisterPrefab
GameObject SpawnHandler(SpawnMessage msg)
{
return GetFromPool(msg.position, msg.rotation);
}
// used by ClientScene.RegisterPrefab
void UnspawnHandler(GameObject spawned)
{
PutBackInPool(spawned);
}
/// <summary>
/// Used to take Object from Pool.
/// <para>Should be used on server to get the next Object</para>
/// <para>Used on client by ClientScene to spawn objects</para>
/// </summary>
/// <param name="position"></param>
/// <param name="rotation"></param>
/// <returns></returns>
public GameObject GetFromPool(Vector3 position, Quaternion rotation)
{
GameObject next = pool.Count > 0
? pool.Dequeue() // take from pool
: CreateNew(); // create new because pool is empty
// CreateNew might return null if max size is reached
if (next == null) { return null; }
// set position/rotation and set active
next.transform.position = position;
next.transform.rotation = rotation;
next.SetActive(true);
return next;
}
/// <summary>
/// Used to put object back into pool so they can b
/// <para>Should be used on server after unspawning an object</para>
/// <para>Used on client by ClientScene to unspawn objects</para>
/// </summary>
/// <param name="spawned"></param>
public void PutBackInPool(GameObject spawned)
{
// disable object
spawned.SetActive(false);
// add back to pool
pool.Enqueue(spawned);
}
}
}
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