ObjectPool<T>
class in UnityEngine.Pool · UnityEngine.CoreModule
Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix
A stack of inactive objects: Get takes one (or creates one) and calls actionOnGet; Release calls actionOnRelease and keeps it, up to maxSize (past which actionOnDestroy gets it instead). With collectionCheck, releasing an object the pool already holds throws.
Constructors 1
ObjectPool(Func<T> createFunc, Action<T>? actionOnGet = null, Action<T>? actionOnRelease = null, Action<T>? actionOnDestroy = null, bool collectionCheck = true, int defaultCapacity = 10, int maxSize = 10000)Properties 3
int CountActive { get; }int CountAll { get; }Every object the pool made that it hasn't destroyed.
int CountInactive { get; }