unity GameObjectPool
星期三, 三月 17th, 2010One way to improve a game’s performance in Unity is to avoid creating and destroying game objects, and instead activating/deactivating them. However, doing so can be a bit tricky and time consuming—especially if there isn’t a hard limit on the number of game objects that can be active at any given time, and/or their lifetimes are unpredictable.
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