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zCache - Object Pooling preview
Unity

zCache - Object Pooling

By Digital Software Publishing

$12.99

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: $12.99. The latest store price is $12.99, matching the lowest recorded price shown here.

Recorded prices for zCache - Object Pooling 2 price observations from Oct 18, 2026 to Nov 1, 2026. Lowest recorded price $12.99. Exact dates and prices are listed below. $0.00 $6.50 $12.99 Oct 18, 2026: $12.99. Unity Permanent Increase 2026-10-18 2026-10-25 Nov 1, 2026: $12.99. Latest store price Oct 18, 2026 Nov 1, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$12.99Latest store price
$12.99Unity Permanent Increase 2026-10-18 2026-10-25

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 zCache - Object Pooling

Avoid problems with micro-stutter or even a solid freeze during game-play by re-using effects, monsters, dynamic objects, projectiles and more -- object pooling is the approach of pooling needed elements by making sure that object instantiation and destruction (and memory freed via Garbage Collection) is minimized, as it causes read of resources (textures, materials, objects) from disk and the GC of high number of events can block the main CPU thread and causing frame-drops, and existing and recently used elements is recycled.
Don't know what elements that is used, how many elements that is used during gameplay or which ones it is that is causing frame-drops?
No worries - by piping all usage via the Object Pooling there will be run-time statistics of current and maximum usage, even if only limited pooling is set up.
Use the information of this to judge if any assets should be defined as pre-cached at the start of the scene to remove any possibility of stutter mid-play.
Full source is included.

Unity price last checked .

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