Class ObjectPoolingConstants
- Namespace
- CodeBase.ObjectPooling
- Assembly
- 4Experience.CodeBase.ObjectPoolingSystem.Runtime.dll
public static class ObjectPoolingConstants
- Inheritance
-
ObjectPoolingConstants
Fields
public const string ALLOW_TO_RE_INITIALIZE_TOOLTIP = "Should the pool be allowed to initialize after it has already been initialized."
Field Value
- string
public const string COLLECTION_CHECK_TOOLTIP = "If true, Unity will check whether the instance given to be released, has already been released.\nVery slight performance increase if false, but bigger error margin."
Field Value
- string
public const string COUNT_LIMIT_TOOLTIP = "The maximum amount of object instances that can be present in a pool.\nIMPORTANT: This limit doesn't prevent unity from creating new instances, however those additional instances will be destroyed and not assigned back into the pool."
Field Value
- string
public const string INITIALIZE_FUNCTION_TOOLTIP = "When should the pool be initialized? If custom then it is up to the programmer to implement it."
Field Value
- string
INSTANCE_NOT_FOUND_ERROR
public const string INSTANCE_NOT_FOUND_ERROR = " has not been instantiated by the pool therefore cannot be released!"
Field Value
- string
public const string OBJECT_POOLING_CONTEXT_MENU = "4Experience/CodeBase/Object Pooling/"
Field Value
- string
public const string POOL_ASSET_TOOLTIP = "Reference to pools scriptable object asset"
Field Value
- string
public const string POOL_COMPONENT_HEADER = "Base pool settings"
Field Value
- string
public const string POOL_TYPE_TOOLTIP = "STACK - uses more memory than CPU.\n LINKED_LIST - uses more CPU than memory."
Field Value
- string
public const string PREWARM_TOOLTIP = "If enabled Unity will by default, create a specified number of instances of a given class, instead of having them instantiate in run-time."
Field Value
- string