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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
 blocks
(function() {
function addCopyButtons() {
document.querySelectorAll('pre code').forEach(function(codeBlock) {
if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
codeBlock.parentElement.setAttribute('data-copy-added', 'true');
var btn = document.createElement('button');
btn.textContent = 'Copy';
btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
btn.onmouseover = function() { this.style.opacity = '1'; };
btn.onmouseout = function() { this.style.opacity = '0.7'; };
btn.onclick = function() {
navigator.clipboard.writeText(codeBlock.textContent).then(function() {
btn.textContent = 'Copied!';
setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
});
};
codeBlock.parentElement.style.position = 'relative';
codeBlock.parentElement.appendChild(btn);
});
}
addCopyButtons();
// Re-run on dynamic content
var observer = new MutationObserver(addCopyButtons);
observer.observe(document.body, { childList: true, subtree: true });
})();
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
GitHub - boristv/DynamicPool: A simple tool for working with a pool of objects for Unity · GitHub
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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

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, 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/DynamicPool: A simple tool for working with a pool of objects for Unity · GitHub
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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/DynamicPool: A simple tool for working with a pool of objects for Unity · GitHub
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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' GitHub - boristv/DynamicPool: A simple tool for working with a pool of objects for Unity · GitHub
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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/DynamicPool: A simple tool for working with a pool of objects for Unity · GitHub
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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' GitHub - boristv/DynamicPool: A simple tool for working with a pool of objects for Unity · GitHub
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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); GitHub - boristv/DynamicPool: A simple tool for working with a pool of objects for Unity · GitHub
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DynamicPool

  • Need Unity version 2021+
  • Implemented using Unity ObjectPool
  • Doesn't require the creation of additional objects on the scene
  • Simplifies the use of the pool system.

Installation

  • Import unitypackage from releases
  • If examples aren't needed, uncheck the folder "Examples"

Instruction

Use the static class DynamicPool from namespace SG.GLobal.PoolSystem

  • DynamicPool.Get - use to spawn object
  • DynamicPool.Return - use to release object
  • DynamicPool.CreatePool - use to prespawn objects
  • DynamicPool.Clear - clear pool for one object
  • DynamicPool.ClearAll - clear pool for all objects

For use this method object must realize IPoolable interface.

Also you can use this methods to ParticleSystem. Then the necessary component will be added automatically and ParticleSystem will return to the pool when it is played to the end.

IPoolable

  • OnTakeFromPool - this method called when object was took from pool
  • OnReturnToPool - this method called when object was returned to pool

Editor

The available and spawned number of objects can be observed in the scene hierarchy.

image

About

A simple tool for working with a pool of objects for Unity

Topics

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages