This script is designed for use with Rotorz Tile System by providing a custom object factory which allows you to use PoolManager (by Path-o-logical Games) to take advantage of pooling for game objects that are instantiated from prefabs when painting tiles.
Licensed under the MIT license. See LICENSE file in the project root for full license information. DO NOT contribute to this project unless you accept the terms of the contribution agreement.
Minimum required version of Rotorz Tile System: 2.0.2
Add the "RtsPoolManagerObjectFactory.cs" script somewhere within the "Assets" folder of your project. For organisational purposes the following path might be most appropriate:
Setting up your scene
- Create a blank game object (Game Object | Create Empty).
- Rename the game object to "RTS Pool".
- Add a spawn pool to "RTS Pool" (Component | Path-o-logical | PoolManager | SpawnPool).
- Add the
RTSPoolManagerObjectFactoryscript to "RTS Pool" (Component | RTS Extras | PoolManager | Object Factory).
- Configure the spawn pool component as needed.
- Enjoy pooling with your tile systems!
How does it work?
This script overrides the default runtime object factory for scenes that have been setup using the above steps.
When tiles are painted any accompanying game objects are instantiated via the object factory. The beauty of PoolManager is realized if the prefab has been configured for the "RTS Pool" spawn pool; otherwise the prefab is instantiated and destroyed in the usual way.
Likewise, when tiles are erased, their associated game object is destroyed via the object factory.
There is no need to use the
to enable pooling for tiles that are painted using the editor since
tiles are automatically added to the spawn pool upon being erased.
Just avoid adjusting the names of painted tiles!
The "RTS Pool" object is automatically positioned at the world origin upon loading to avoid placement errors occurring when tiles are reparented. It is generally better to avoid placing "RTS Pool" within the hierarchy of another object; though if you do, all parent objects will also be positioned at the world origin.
Be careful to avoid using the same name for multiple prefabs when taking advantage of pooling. This is because the prefab name is used to connect game objects to their prefabs. Errors will occur when same name is used for multiple prefabs.
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