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PoolGen
1.0
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| Helper interface for when a PoolUser is first added to an ObjectPool pool | |
| Despawns the object when it collides | |
| Resets the attached rigidbody's velocity and angular velocity when spawned | |
| Starts a despawn timer when spawned. An alternative to using PoolPrefab.TimeToDespawn. | |
| An example networked raycast projectile component | |
| An example of a networked object that shoots using a pool for projectiles | |
| An example raycast projectile component | |
| An example of an object that shoots using a pool for projectiles | |
| Displays a few useful object pool related things on screen using OnGUI | |
| Despawns the object when it collides | |
| Resets the attached rigidbody's velocity and angular velocity when spawned | |
| A group of spawnpoints meant for use with PoolManager's PoolManager.OnSpawn event | |
| Starts a despawn timer when spawned. An alternative to using PoolPrefab.TimeToDespawn. | |
| Manages multi-object pools | |
| Used to test the pool system | |
| An object that is pooled in an ObjectPool | |
| An example raycast projectile component | |
| An example of an object that shoots using a pool for projectiles | |
| An example networked raycast projectile component | |
| An example of a networked object that shoots using a pool for projectiles | |
| Handles the pooling of objects. It will apply a PoolUser to each of its pooled objects. | |
| Data to be used for an object pool | |
1.8.6