diff --git a/README.md b/README.md index 063644d..f1a4695 100644 --- a/README.md +++ b/README.md @@ -1,8 +1,8 @@ -#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. @@ -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.