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f8-features-gameobjectpool-workflow

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Use when implementing or troubleshooting GameObjectPool feature workflows — object pooling, preloading, spawn/despawn, and lifecycle events in F8Framework.

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

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GameObjectPool Feature Workflow

⚠️ IMPORTANT: Before using this feature, you MUST formally initialize F8Framework in the launch sequence. Ensure ModuleCenter.Initialize(this); has run first, then create the required module, for example FF8.GameObjectPool = ModuleCenter.CreateModule<GameObjectPool>();.

Use this skill when

  • The task is about GameObject pooling, preloading, and spawn/despawn.
  • The user needs to manage pooled object lifecycle events.
  • Troubleshooting pool exhaustion, capacity overflow, or despawn issues.

Path resolution

  1. Prefer project source at Assets/F8Framework.
  2. If F8Framework is installed as a package, use Packages/F8Framework.
  3. For usage docs, read: Assets/F8Framework/Tests/GameObjectPool/README.md

Sources of truth

  • Runtime module: Assets/F8Framework/Runtime/GameObjectPool
  • Editor module: Assets/F8Framework/Editor/GameObjectPool
  • Test docs: Assets/F8Framework/Tests/GameObjectPool

Key classes and interfaces

ClassRole
GameObjectPoolManagerCore module. Access via FF8.GameObjectPool.
F8GameObjectPoolIndividual pool instance with capacity, callbacks, and settings.
PoolsPresetScriptableObject for pre-configured pool definitions.
IPoolableInterface for spawn/despawn callbacks on pooled objects.
PoolableStatusEnum: Spawned / Despawned / SpawnedOverCapacity.

API quick reference

Spawn and despawn

// Spawn by name, prefab, or component
GameObject clone = FF8.GameObjectPool.Spawn("prefabName");
GameObject clone = FF8.GameObjectPool.Spawn(prefab);
MyComp comp = FF8.GameObjectPool.Spawn(compPrefab, Vector3.zero, Quaternion.identity, parent);

// Despawn (with optional delay)
FF8.GameObjectPool.Despawn(clone, delay: 0.5f);

// Particle auto-despawn on complete
FF8.GameObjectPool.Spawn(particlePrefab).DespawnOnComplete();

Pool management

// Install preset pools (from ScriptableObject)
FF8.GameObjectPool.InstallPools(poolsPreset);

// Get pool reference
F8GameObjectPool pool = FF8.GameObjectPool.GetPoolByPrefab(prefab);
F8GameObjectPool pool = FF8.GameObjectPool.GetPoolByPrefabName("PrefabName");

// Clone status
PoolableStatus status = FF8.GameObjectPool.GetCloneStatus(clone);
bool isClone = FF8.GameObjectPool.IsClone(clone);

// For each clone/pool
FF8.GameObjectPool.ForEachPool((pool) => { });
FF8.GameObjectPool.ForEachClone((clone) => { });

// Safe destroy (avoids pool errors)
FF8.GameObjectPool.DestroyClone(clone);
FF8.GameObjectPool.DestroyAllPools(immediately: false);

Pool configuration

pool.Init();                            // Init with cached prefab
pool.Init(prefab);
pool.PopulatePool(16);                  // Pre-instantiate
pool.SetCapacity(32);                    // Max capacity
pool.SetBehaviourOnCapacityReached(BehaviourOnCapacityReached.Recycle);
pool.SetDespawnType(DespawnType.DeactivateAndHide);
pool.SetCallbacksType(CallbacksType.Interfaces);
pool.SetWarningsActive(true);

Pool operations

pool.ForEachClone((obj) => { });
pool.ForEachSpawnedClone((obj) => { });
pool.ForEachDespawnedClone((obj) => { });
pool.DestroySpawnedClones();
pool.DestroyDespawnedClones();
pool.DestroyAllClones();
pool.DestroySpawnedClonesImmediate();
pool.DestroyDespawnedClonesImmediate();
pool.DestroyAllClonesImmediate();
pool.DespawnAllClones();
pool.DestroyPool();
pool.DestroyPoolImmediate();
pool.Clear();

Lifecycle events

pool.GameObjectInstantiated.AddListener(OnInstantiated);
pool.GameObjectSpawned.AddListener(OnSpawned);
pool.GameObjectDespawned.AddListener(OnDespawned);

IPoolable interface

public class MyPooledObject : MonoBehaviour, IPoolable
{
    public void OnSpawn() { /* Reset state */ }
    public void OnDespawn() { /* Cleanup */ }
}

Workflow

  1. Create prefabs to pool or define PoolsPreset ScriptableObjects.
  2. Optionally pre-populate pools with PopulatePool().
  3. Spawn objects via FF8.GameObjectPool.Spawn().
  4. Despawn to return objects to pool instead of Destroy.
  5. Implement IPoolable on pooled objects for reset/cleanup callbacks.
  6. Set capacity and overflow behavior for production use.
  7. Use DespawnOnComplete() for particles.

Common error handling

ErrorCauseSolution
Pool exhaustedAll clones in use, no recycle policySet BehaviourOnCapacityReached.Recycle or increase capacity
Destroy/Despawn mismatchUsing Destroy() on pooled objectAlways use Despawn() or DestroyClone()
OnSpawn not calledIPoolable not implemented or wrong CallbacksTypeImplement IPoolable and set CallbacksType.Interfaces

Cross-module dependencies

  • AssetManager: Pool prefabs can be loaded via AssetManager.

Output checklist

  • Pool strategy defined (preload count, capacity, overflow behavior).
  • Spawn/Despawn lifecycle verified.
  • Files changed and why.
  • Validation status and remaining risks.