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Removing reference to removed method in object pooling
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docs/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.10.0/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.11.0/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.3.0/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.1.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
28+
Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.4.0/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.1.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.5.2/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.6.0/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.7.1/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

versioned_docs/version-1.8.1/advanced-topics/object-pooling.md

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@@ -25,4 +25,4 @@ The following example is from the Boss Room Sample. It shows how object pooling
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https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/v2.2.0/Assets/Scripts/Infrastructure/NetworkObjectPool.cs
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```
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Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. In the `InitializePool` method, called in `OnNetworkSpawn`, it initialises the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.
28+
Let's have a look at `NetworkObjectPool` first. `PooledPrefabsList` has a list of prefabs to handle, with an initial number of instances to spawn for each. The `RegisterPrefabInternal` method, called in `OnNetworkSpawn`, initializes the different pools for each Prefab as `ObjectPool`s inside the `m_PooledObjects` dictionary. It also instantiates the handlers for each Prefab and registers them. To use these objects, a user then needs to obtain it via the `GetNetworkObject` method before spawning it, then return the object to the pool after use with `ReturnNetworkObject` before despawning it. This only needs to be done on the server, as the `PooledPrefabInstanceHandler` will handle it on the client(s) when the network object's `Spawn` or `Despawn` method is called, via its `Instantiate` and `Destroy` methods. Inside those methods, the `PooledPrefabInstanceHandler` simply calls the pool to get the corresponding object, or to return it.

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