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: $5. The latest store price is $5, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $5 | Latest store price |
About Pooling Manager
- Tools, Systems & Learning > Learning & Tutorials
Online Documentation | Discord | Bug & Features Request |
New Features
- More flexible management mechanism.
- Added a Pooling Holder to centrally manage all pooled objects.
- When switching scenes, you can choose to keep or destroy the specified pool. By default, those objects pooled in runtime will be destroyed.
- Added a Pooling Manager Inspector. Open [Window/HHK/Pooling Inspector] from the menu.
- Automatically extends the size of the pools.
Core APIs
- PoolingManager.Load(string key, Transform parent);
- PoolingManager.Load(GameObject go, Transform parent)
- PoolingManager.Release(GameObject go);
Features
- Ultra-simplicity API: There are no redundant APIs, only the core APIs that you care about.
- Everything can be pooled: Not limited to prefabs, scene objects can even be pooled at runtime.
- Support particle system automatic releasing: After the particle system has finished playing, it will be released automatically.
- Clean & clear: No component or script needs to be attached to the game object.
- Easy to organize: It supports group pooling. According to the scene's needs, it flexibly combines objects that need to be pooled.
- Zero learning cost: There is almost no learning curve, and it can be easily applied to current projects.
- Source code included.
Tutorial included.
New Features
- More flexible management mechanism.
- Added a Pooling Holder to centrally manage all pooled objects.
- When switching scenes, you can choose to keep or destroy the specified pool. By default, those objects pooled in runtime will be destroyed.
- Added a Pooling Manager Inspector. Open [Window/HHK/Pooling Inspector] from the menu.
- Automatically extends the size of the pools.
Core APIs
- PoolingManager.Load(string key, Transform parent);
- PoolingManager.Load(GameObject go, Transform parent)
- PoolingManager.Release(GameObject go);
Features
- Ultra-simplicity API: There are no redundant APIs, only the core APIs that you care about.
- Everything can be pooled: Not limited to prefabs, scene objects can even be pooled at runtime.
- Support particle system automatic releasing: After the particle system has finished playing, it will be released automatically.
- Clean & clear: No component or script needs to be attached to the game object.
- Easy to organize: It supports group pooling. According to the scene's needs, it flexibly combines objects that need to be pooled.
- Zero learning cost: There is almost no learning curve, and it can be easily applied to current projects.
- Source code included.
Tutorial included.