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VergilUa committed Jan 14, 2020
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#zPooling
# zPooling

##Simplistic, code-driven and optimized solution for any scale of pooling! Pool everything!
## Simplistic, code-driven and optimized solution for any scale of pooling! Pool everything!

##How to use and why?
## 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.

Expand All @@ -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.

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