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@maxattack
Last active December 30, 2015 18:29
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No-frills GameObject pooling in Unity. KISS
using UnityEngine;
// CustomBehaviour is just a trivial subclass of MonoBehaviour with a bunch
// of static finger-friendly helper-functions :P
public class PooledObject : CustomBehaviour {
// subclass this to treat a behaviour as the basis
// of a poolable object. Stores simple metadata
// related to pooling
internal GameObjectPool pool;
internal PooledObject next;
public void PutBack() {
// Return to the pool, if it's still around, otherwise
// just plain-old destroy this object. Either way it'll
// be out of the scene.
if (pool) {
pool.PutBack( this );
} else {
Destroy( gameObject );
}
}
}
public class GameObjectPool : CustomBehaviour {
// designer params (forces designers to subclass PooledObject)
public PooledObject prefab;
// head reference for a plain-old linked-list
PooledObject firstIdle;
public PooledObject TakeOut() {
if (firstIdle != null) {
// activate an old instance
var result = firstIdle;
firstIdle = firstIdle.next;
result.next = null;
result.gameObject.SetActive( true );
return result;
} else {
// instantiate a new instance
var result = Dup( prefab );
result.pool = this;
return result;
}
}
public void PutBack(PooledObject obj) {
Assert(obj.pool == this);
// prepend to the head of the linked list
obj.gameObject.SetActive( false );
obj.next = firstIdle;
firstIdle = obj;
}
public void Drain() {
// destroy all the idle instances
while(firstIdle != null) {
var prev = firstIdle;
firstIdle = firstIdle.next;
Destroy( prev.gameObject );
}
}
void OnDestroy() {
// take out the idle instances when you diiieee
Drain();
}
}
@maxattack
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The only gotcha to watch out for is that OnEnable() will be invoked before Start(), but as long as you know that you should be gravy.

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