Summary
Creates an
Weaver.ObjectPool`1
that creates new items by instantiating a specified
UnityEngine.Component
. The objects will not be destroyed by scene loading.
In the Unity Editor the instantiated objects will be grouped under a common parent to keep the hierarchy
view tidy, but this step is skipped in runtime builds for efficiency.
Syntax
public static ObjectPool<T> CreateComponentPool<T>(T original, int preAllocate = 0, bool releaseOnSceneLoad = true)
where T : Component
Type Parameters
Parameters
Name |
Type |
Description |
original |
T |
|
preAllocate |
int |
|
releaseOnSceneLoad |
bool |
|
Return Value