Object pool

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The idea is a bit like the singleton, but this time you're creating a pool of objects, which may have a fixed size or not. You got a good tutorial here, but here are some of my notes

  • you usually create a pool of a size (you may also allow it to increase)
  • the size of the pool is the number of this kind of objects you are planning to use at the same time
  • instead of creating new objects, you are going to reuse those in the pool

Note that you usually use that when creating a new object costs a lot.

A real-life example would be the music in Unity. You may store the musics' GameObjects inside a pool and reuse them.