From 3245efe9196c728ccf1f3aecdf66adf994342c7e Mon Sep 17 00:00:00 2001 From: Vergil Date: Tue, 14 Jan 2020 10:09:05 +0200 Subject: [PATCH] Update README.md --- README.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index f1a4695..96324eb 100644 --- a/README.md +++ b/README.md @@ -2,9 +2,9 @@ ## Simplistic, code-driven and optimized solution for any scale of pooling! Pool everything! -## How to use and why? - Instead of constantly Instantiate-ing new objects from the prefab (it is very costly operation) and Destroying them afterterwards (which is as well), available instances of the objects are re-used. - This pooling implementation provides more of a programming approach to the pooling, instead of e.g. relying to setting instances manually inside the editor or scenes. +#### How to use and why? + Instead of constantly Instantiate-ing new objects from the prefab (it is very costly operation) and Destroying them afterterwards (which is as well), available instances of the objects are re-used. + This pooling implementation provides more of a programming approach to the pooling, instead of e.g. relying to setting instances manually inside the editor or scenes. But, to use pooling, you must have a GenericPooler and AutoPooler setup in the scene. Objects to be pooled must implement IGenericPoolElement interface, that sets up initial contract. @@ -28,9 +28,9 @@ entity class .OnDestroy() must be implemented. In it, this.RemoveFromPool() / th Entity pool size is managed automatically, and doesn't require anything else. But in case where a lots of objects has to be instantiated, it is wise use a PoolingExt.SustainPool / PoolingExt.SustainAutoPool to prepare enough instances of the prefabs. -## For more specific details, feel free to refer the source code, as it is well documented (e.g. PoolingExt for the available extension pooling methods) +#### For more specific details, feel free to refer the source code, as it is well documented (e.g. PoolingExt for the available extension pooling methods) -## Compatibility: Compatible with Unity versions that support .Net 4.0, but with a bit of coding tweaks, can be adopted to the earlier scripting backend versions as well. +#### Compatibility: Compatible with Unity versions that support .Net 4.0, but with a bit of coding tweaks, can be adopted to the earlier scripting backend versions as well. -## Suggestions or questions? Ask them at the issue section, or find me at Unity forum @xVergilx +#### Suggestions or questions? Ask them at the issue section, or find me at Unity forum @xVergilx Feel free to fork and modify, license is MIT.