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Overview
PoolHandle API — Create independent pools with PoolScope.CreatePool<T>(). Each call returns a handle; no string keys, no singletons to manage.
Three loader types — Supply a prefab directly, load from Resources, or pass a custom factory function for Addressables or any external pipeline.
Auto-return — Call pool.Get(float lifetime) or attach PoolScopeAutoReturn to a prefab with a default lifetime set in the Inspector.
Runtime Monitor — Toggle with a configurable hotkey or 3-finger tap on mobile. Resize the window and watch usage bars update live.
Editor Monitor — Dedicated EditorWindow under Window > PoolScope > Monitor with per-pool usage bars and peak markers.
Class pool support — Pool plain C# objects alongside GameObjects with PoolScope.CreateClassPool<T>().
IPoolable callbacks — Implement OnGet and OnReturn on any component for initialization and cleanup hooks.
Zero dependencies — No framework, no singleton base class. Initializes automatically before the first scene loads.
Fully open source — All source code is included and unobfuscated. Read it, modify it, and make it your own.