Pooling is a system that helps reduce garbage generation in Unity projects. When objects are created and destroyed, memory is freed during garbage collection. However, if too much garbage is created at once, the garbage collector can cause lag spikes. Pooling creates a lot of garbage at the start, but no more over time. Pool It makes it easy to implement pooling with minimal effort.
Features include:
- Object pooling
- Preloading in Editor
- Preloading at game start
- Object limitations
- Buffering when expanding the pool
- DontDestroyOnLoad handling
- Event-based pool spawner
- Event-based pool destroyer
- Sample game scenes
- Feature scenes
Pool It supports Unity projects and provides support through various channels.
Pool It is designed to minimize the load of the garbage collector, reducing lag spikes and improving overall performance. It allows for preloading in the Editor and at game start, and provides features such as object limitations, buffering, and DontDestroyOnLoad handling. The package also includes an event-based pool spawner and destroyer, as well as sample game and feature scenes.





