7
Managing Performance and Memory with Object Pooling
In the last chapter, we created a pipeline for assembling tanks and drones using the Builder pattern and Unity’s ScriptableObjects
. In this chapter, we’ll switch gears and focus on increasing performance and managing memory allocation when creating new objects with the Object Pool pattern. This approach is twofold; first, you get to control when batches of objects are instantiated, and second, you control how they are stored in a reusable pool that you can grab from whenever you want (without any additional CPU overhead).
By default, Unity already does a great job of allocating, managing, and cleaning up memory usage during object instantiation. So, why would we spend our time reinventing ...
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