Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: FREE. The latest store price is FREE, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| FREE | Latest store price | |
| FREE | Unity First Price 2026-08-11 2026-08-11 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Universal GameObject Pool Manager
- Tools, Systems & Learning > Development Tools & Automation
1. Make the object you wish to spawn inherit from PoolObject class
2. Call GameObjectPooler.Instance.Spawn() from your spawner
3. Call base.Enqueue() whenever you want it to despawn
Documentation
- Clear, easy-to-follow documentation with GIFs to visually guide you through setup and usage.
Efficient Object Pooling
Reduce performance costs caused by frequent:
1. Instantiate()
2. Destroy()
3. Memory allocations
4. Garbage collection spikes
5. Objects are created once and reused throughout gameplay.
Editor-Based Pool Management
Manage your pools directly inside Unity with a dedicated editor interface.
Features include:
1. Add and remove pool entries
2. Assign prefabs visually
3. Generate pool databases automatically
4. Validate pool configurations before runtime
ScriptableObject Database System
Pool information is stored in generated ScriptableObject databases.
Benefits:
1. Easy asset management
2. Inspector visibility
3. Better project organization
4. Fast runtime loading
Automatic Pool Key Generation
The system automatically generates strongly defined identifiers for your pools.
Instead of manually typing pool names as strings:
GameObjectPooler.Instance.Spawn("Enemy");
You can use an automatically generated constant:
GameObjectPooler.Instance.Spawn(PoolKey.ENEMY);
This helps prevent typos and keeps your pool references consistent across your project.
Advantages:
1. Prevents spelling mistakes
2. Provides autocomplete support
3. Easier project maintenance