#ObjectPool
Added a basic ObjectPool system which limits the amount of objects that can be instantiated in the scene. As Obstacles and other game objects are randomised, this should help prevent "overspawning".

#indiegame #indiegames #indiedev #indiegamedev
October 4, 2025 at 9:31 AM
As a #Unity old-timer, I often miss when Unity introduces new functionality, like the ObjectPool class that seems to around for years now. Totally missed this one. Good bye homemade solution, I guess. 🤷‍♂️ #gamedev
August 4, 2025 at 7:42 AM
how is unity's built-in objectpool template class? performant? still better to roll your own? a mysterious third thing?
January 27, 2026 at 3:41 AM
ゲーム制作進捗。
Game Development Progress.
引き続き×3続き射撃システムを実装中。
Continuing × 3, I am implementing fire system.
自作のオブジェクトプールもどきで射撃可能になった。
It could gunshoot by homemade objectpool.
#ゲーム制作
#gamedev
January 13, 2025 at 2:56 AM
Also got to help a classmate with his boss bullet objectpool/coroutine issue.

This is great
Done working on handlind drones depending on how much health you have

That only leaves the score (might be the hardest), the win/lose scenarios, and handling the boss’ behavior
April 1, 2025 at 2:58 PM
As a #unity old-timer, I often miss when Unity introduces new functionality, like the ObjectPool class that seems to around for years now. Totally missed this one. Good bye homemade solution, I guess. 🤷‍♂️ #gamedev
August 4, 2025 at 7:43 AM
ゲーム制作進捗。
Game Development Progress.
細々とした作業を進める。
I had working small tasks.
自作のオブジェクトプールや電気自動車の性能を評価するシートを改修する。
I improved handmade objectpool and sheet evaluating performance of erectric vehicles.
#ゲーム制作
#gamedev
January 18, 2025 at 2:27 AM
eyeballing the ObjectPool docs it looks probably fine, but I can't speak to jank
January 27, 2026 at 5:59 AM
📖ブログを更新しました📖

【Unity】大量のオブジェクトの管理を軽量化!オブジェクトプールの使い方 | フーシャ の Unity勉強部屋

#unity #gamedev
https://unity-learning-room.com/explanation-object-pool/
【Unity】大量のオブジェクトの管理を軽量化!オブジェクトプールの使い方
Unityで大量のオブジェクトの管理を軽量化する手法として、「オブジェクトプール」があります。Unity2021.1から公式のObjectPoolクラスがあり、これを使うことで比較的簡単に実装することが出来ます。
unity-learning-room.com
April 11, 2024 at 12:51 PM
Appending a single character in .NET? You might be doing it in a way that quietly kills performance every time you loop. 🧵⚡
Learn the right pattern with StringBuilder so your apps stay fast and allocation-friendly—especially at scale. 👇
#dotnet #MVPBuzz
dotnettips.wordpress.com/2024/04/17/s...
String Performance: Appending a Character using the StringBuilder
The use of a single character with a StringBuilder from an ObjectPool can improve performance. Benchmark results show similar overall performance, but without an ObjectPool, using a character becom…
dotnettips.wordpress.com
July 17, 2026 at 4:02 PM
完全にObjectPoolの情報が同期されなくなってるんよな
April 21, 2026 at 1:38 PM
【Unity】TrailRendererを再利用するときに軌跡が残る問題の対処法
blog.garnetcode.jp/1ff92a
【Unity】TrailRendererを再利用するときに軌跡が残る問題の対処法 - GARNET LOG
TrailRendererをObjectPool等で再利用した際に軌跡が繋がる問題の対処法を紹介。Clear()と、駄目な場合のtimeリセット手順を解説
blog.garnetcode.jp
April 27, 2026 at 2:15 AM
ObjectPoolのClearはほかのジェネリッククラスと同じでcapacity維持にしておいてくれる仕組みだったらいいのにな。

間違えて、呼んだせいで意図せずにインスタンスがDestroyされていて
バグの原因になってた・ω・
June 19, 2026 at 5:13 PM
ObjectPoolからティーセットを取り出してたんだけど同期がうまく取れないみたいで、シャッフル挟むわけでもないから他の方法にしたいなあ
May 18, 2025 at 11:43 PM
シャッフルを使わずにTrytoSpawn(ObjectPool[math.random()])みたいなことってできるのか?その場合カードは枯渇するのかな?
May 30, 2025 at 7:30 PM
問題点
・ObjectPool式だとカードが枯渇する可能性がある
・パック開封をちゃんと再現しようとすると膨大な配列を作らなければならない(めんどい)
・剥く動作を作るのがめんどい
May 30, 2025 at 7:19 PM
UdonChipsでパック剥く

UdonchipsShopで購入→パックのInteract()で購入ボタン押下を検知→パック外装をスポーン→パック上部を引っぱる(ちぎる動作)で開封(アニメーション再生)し、外装はreturnで消去→カード用ObjectPoolからカードをランダムに選び生成する処理を5回ループさせる

これでいけるか?
May 30, 2025 at 7:17 PM
New post: Custom StringBuilder Pool
- How to create the simplest alternative to StringBuilder ObjectPool -
medo64.com/posts/custom...
Custom StringBuilder Pool
In my last post I grumbled about ObjectPool being a separate package. That was essentially the single downside to use it. So, how hard is to implement our own StringBuilder pool? Well, not that hard. ...
medo64.com
April 19, 2025 at 3:44 AM
New post: To Pool or Not to Pool
- A bit of performance analysis for C# StringBuilder and its ObjectPool bretheren -
medo64.com/posts/to-poo...
To Pool or Not to Pool
For a project of mine I “had” to do a lot of string concatenations. Easy solution was just to have a string builder and go wild. But I wondered, does it make sense to use ObjectPool (found in Microsof...
medo64.com
April 13, 2025 at 3:22 AM