Object Pool 
Introduction 
The object pool is a crucial component for optimizing memory management and performance. It improves game performance by reusing objects to reduce memory allocation and garbage collection.
GameObject Object Pool 
Core Features 
GameObjectPoolHelper is a static utility class for managing Unity GameObject object pools, providing the following main features:
Pool Management
- Uses dictionary to store multiple object pools
 - Supports both synchronous and asynchronous initialization
 - Features automatic expansion mechanism
 
Object Acquisition and Recycling
- Supports both synchronous/asynchronous object acquisition
 - Automatically manages object activation states
 - Implements smart recycling mechanism
 
Main APIs 
1. Initialize Object Pool 
csharp
// Synchronous initialization
GameObjectPoolHelper.InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE);
// Asynchronous initialization
await GameObjectPoolHelper.InitPoolWithPathAsync(string poolName, string assetPath, int size, PoolInflationType type = PoolInflationType.DOUBLE);2. Get Object 
csharp
// Synchronous acquisition
GameObject obj = GameObjectPoolHelper.GetObjectFromPool(string poolName, bool autoActive = true, int autoCreate = 0);
// Asynchronous acquisition
GameObject obj = await GameObjectPoolHelper.GetObjectFromPoolAsync(string poolName, string assetPath, bool autoActive = true, int autoCreate = 0);3. Recycle Object 
csharp
// Recycle GameObject
GameObjectPoolHelper.ReturnObjectToPool(gameObject);
// Recycle Transform
GameObjectPoolHelper.ReturnTransformToPool(transform);Usage Examples 
csharp
// 1. Initialize object pool
GameObjectPoolHelper.InitPool("EnemyPool", 10);
// 2. Get object
GameObject enemy = GameObjectPoolHelper.GetObjectFromPool("EnemyPool");
// 3. Use object
enemy.transform.position = Vector3.zero;
// 4. Recycle object
GameObjectPoolHelper.ReturnObjectToPool(enemy);Asynchronous Usage Examples 
csharp
// 1. Asynchronously initialize object pool
await GameObjectPoolHelper.InitPoolWithPathAsync("EnemyPool", "Enemy", 10);
// 2. Asynchronously get object
GameObject enemy = await GameObjectPoolHelper.GetObjectFromPoolAsync("EnemyPool", "Enemy");
// 3. Use object
enemy.transform.position = Vector3.zero;
// 4. Recycle object
GameObjectPoolHelper.ReturnObjectToPool(enemy);Feature Description 
1. Automatic Expansion 
- DOUBLE: Doubles the capacity when insufficient
 - INCREMENT: Incrementally expands capacity when insufficient
 
2. Automatic Activation 
- Optional automatic activation when getting objects
 - Automatic object state management during recycling
 
Best Practices 
Usage Guidelines
Initialization Strategy:
- Estimate initial pool size based on actual needs
 - Choose appropriate expansion strategy
 
Performance Optimization:
- Preheat frequently used object pools
 - Avoid frequent pool capacity adjustments
 
Resource Management:
- Timely recycle unused objects
 - Properly manage asynchronously loaded resources
 
Important Notes 
WARNING
- Ensure objects have the PoolObject component when recycling
 - Handle asynchronous operation timing correctly
 - Watch for memory leaks, ensure objects are properly recycled
 
Technical Support 
Get Help
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