Spawn Object - Pooling
Setting Up a Game Object Pool with Custom Spawn Handlers
Here is an example of how you might set up a simple game object pooling system with custom spawn handlers. Spawning and unspawning then puts game objects in or out of the pool.
using System.Collections.Generic;
using Mirage;
using UnityEngine;
namespace Mirage.Examples
{
public class PrefabPoolManager : MonoBehaviour
{
[Header("Settings")]
public ClientObjectManager clientObjectManager;
public int startSize = 5;
public int maxSize = 20;
public NetworkIdentity prefab;
[Header("Debug")]
[SerializeField] int currentCount;
Queue<NetworkIdentity> pool;
void Start()
{
InitializePool();
clientObjectManager.RegisterPrefab(prefab, SpawnHandler, UnspawnHandler);
}
// used by clientObjectManager.RegisterPrefab
NetworkIdentity SpawnHandler(SpawnMessage msg)
{
return GetFromPool(msg.position, msg.rotation);
}
// used by clientObjectManager.RegisterPrefab
void UnspawnHandler(NetworkIdentity spawned)
{
PutBackInPool(spawned);
}
void OnDestroy()
{
clientObjectManager.UnregisterPrefab(prefab);
}
private void InitializePool()
{
pool = new Queue<NetworkIdentity>();
for (int i = 0; i < startSize; i++)
{
NetworkIdentity next = CreateNew();
pool.Enqueue(next);
}
}
NetworkIdentity CreateNew()
{
if (currentCount > maxSize)
{
Debug.LogError($"Pool has reached max size of {maxSize}");
return null;
}
// use this object as parent so that objects dont crowd hierarchy
NetworkIdentity next = Instantiate(prefab, transform);
next.name = $"{prefab.name}_pooled_{currentCount}";
next.gameObject.SetActive(false);
currentCount++;
return next;
}
/// <summary>
/// Used to take Object from Pool.
/// <para>Should be used on server to get the next Object</para>
/// </summary>
/// <param name="position"></param>
/// <param name="rotation"></param>
/// <returns></returns>
public NetworkIdentity GetFromPool(Vector3 position, Quaternion rotation)
{
NetworkIdentity next = pool.Count > 0
? pool.Dequeue() // take from pool
: CreateNew(); // create new because pool is empty
// CreateNew might return null if max size is reached
if (next == null) { return null; }
// set position/rotation and set active
next.transform.position = position;
next.transform.rotation = rotation;
next.gameObject.SetActive(true);
return next;
}
/// <summary>
/// Used to put object back into pool so they can b
/// <para>Should be used on server after unspawning an object</para>
/// </summary>
/// <param name="spawned"></param>
public void PutBackInPool(NetworkIdentity spawned)
{
// disable object
spawned.gameObject.SetActive(false);
// add back to pool
pool.Enqueue(spawned);
}
}
}
To use this manager, create a new empty game object and add the PrefabPoolManager
component (code above). Next, drag a prefab you want to spawn multiple times to the Prefab field, and set startSize
and maxSize
fields. startSize
is how many will be spawned when your game starts. maxSize
is the max number that can be spawned, if this number is reached then an error will be given when trying to more new objects.
Finally, set up a reference to the PrefabPoolManager in the script you are using for player movement:
PrefabPoolManager prefabPoolManager;
void Start()
{
prefabPoolManager = FindObjectOfType<PrefabPoolManager>();
}
Your player logic might contain something like this, which moves and fires coins:
void Update()
{
if (!isLocalPlayer)
return;
// move
var x = Input.GetAxis("Horizontal") * 0.1f;
var z = Input.GetAxis("Vertical") * 0.1f;
transform.Translate(x, 0, z);
// shoot
if (Input.GetKeyDown(KeyCode.Space))
{
// Server RPC Call function is called on the client, but invoked on the server
CmdFire();
}
}
In the firing logic on the player, make it use the game object pool:
[ServerRpc]
void CmdFire()
{
// Set up bullet on server
NetworkIdentity bullet = prefabPoolManager.GetFromPool(transform.position + transform.forward, Quaternion.identity);
Rigidbody rigidBody = bullet.GetComponent<Rigidbody>();
rigidBody.velocity = transform.forward * 4;
// tell server to send SpawnMessage, which will call SpawnHandler on client
ServerObjectManager.Spawn(bullet);
// destroy bullet after 2 seconds
StartCoroutine(DestroyDelay(bullet, 2.0f));
}
IEnumerator DestroyDelay(NetworkIdentity go, float delay)
{
yield return new WaitForSeconds(delay);
// return object to pool on server
prefabPoolManager.PutBackInPool(go);
// tell server to send ObjectDestroyMessage, which will call UnspawnHandler on client
ServerObjectManager.Destroy(go, destroyServerObject: false);
}
The Destroy method above shows how to return game objects to the pool so that they can be re-used when you fire again