Ultimate Pooling Scripting Reference
PoolManager Class |
The manager that is responsible for all pool groups and handles the creation and destruction of pools at runtime.

Namespace: UltimatePooling
Assembly: Assembly-CSharp (in Assembly-CSharp.dll) Version: 0.0.0.0

public sealed class PoolManager
UltimatePooling.PoolManager = function(); Type.createClass( 'UltimatePooling.PoolManager');
The PoolManager type exposes the following members.

Name | Description | |
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![]() | createPool(String) |
Attempts to create a new object pool for a prefab located in the resources folder.
If a pool already exists for the specified prefab name then this method will simply return the existing pool.
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![]() | createPool(Component, String) |
Attempts to create a new object pool for the component prefab type.
If a pool already exists for the specified prefab then this method will simply return the existing pool.
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![]() | createPool(GameObject, String) |
Attempt to create a new obejct pool for prefab type.
If a pool already exists for the specified prefab then this method will simply return the exising pool.
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![]() | destroyPool |
Destroys a pool group and call of its pooled instances.
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![]() | findPool(String) |
Find the pool for the prefab with the specified name.
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![]() | findPool(Object) |
Find the pool for the specified prefab.
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![]() | findPoolWithInstance |
Find the pool that initially spawned the specified instance.
This method will fail if the pool that spawned this instance has been destroyed. In this case it will be up to the user to destroy the object manually, or call despawn(Object) which will result in the same thing.
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![]() | hasPool |
Returns true if there is an existing pool for the specified prefab type.
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