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PoolManager
TargetPRO
UnityConstraints
Features
Documentation
Support
Documentation
1. Start Pooling!
2. Per-Prefab Options
3. Or Script It...
4. Pooling Pre-Runtime
5. What's Next?
Code Reference
Events
PoolManager
PoolManager.Pools[]
.Pools.AddOnCreatedDelegate
.Pools.ContainsKey()
.Pools.ContainsValue()
.Pools.Count
.Pools.Create()
.Pools.Destroy()
.Pools.DestroyAll()
.Pools.ToString()
.Pools.TryGetValue()
PrefabPool
SpawnPool
.Count()
.CreatePrefabPool()
.Despawn()
.GetPrefab()
.group
.logMessages()
.matchPoolLayer
.matchPoolScale
.poolName
.prefabPools[]
.prefabs[]
.Spawn()
.ToString()
Using Namespace
Example Patterns
Checking if a pool exists
Copy List of Spawns
Particles Continue After Despawn
Projectile Self-Destruct
Spawn By Prefab Name
Timed Spawn/Despawn
Using SpawnPool as a List
Recent site activity
Code Reference
>
SpawnPool
>
.matchPoolScale
bool
matchPoolScale
Description
Matches new instances to the SpawnPool GameObject's scale.