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f8-editor-gameobjectpool-workflow

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Use when working with GameObjectPool editor tools — preload pool Inspector, PoolsPreset ScriptableObject creation in F8Framework.

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How to use this skill

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Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/editor/f8-editor-gameobjectpool-workflow/SKILL.md

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GameObjectPool Editor Workflow

Use this skill when

  • The task involves configuring preload pools in the Inspector.
  • The user asks about PoolsPreset ScriptableObject or pool setup in Editor.

Path resolution

  1. Editor code: Assets/F8Framework/Editor/GameObjectPool

Sources of truth

  • Editor module: Assets/F8Framework/Editor/GameObjectPool
  • Test docs: Assets/F8Framework/Tests/GameObjectPool/README.md

Key editor features

FeatureDescription
Preload Pool InspectorConfigure pool size, capacity, and prefab references visually
PoolsPreset AssetScriptableObject defining a set of pools to install at startup

Workflow

  1. Create a PoolsPreset ScriptableObject via right-click → Create.
  2. Add prefab references and configure pool size/capacity per prefab.
  3. Install at runtime: FF8.GameObjectPool.InstallPools(poolsPreset).
  4. Alternatively, configure pools via code with PopulatePool() and SetCapacity().
  5. Use the Inspector to adjust pool settings visually during development.

Output checklist

  • PoolsPreset configured with appropriate prefabs.
  • Pool sizes tuned for target scene.
  • Inspector validation passed.