Subscribe to this thread to know when updates are released! Jan 27, 2018 22:37:37 GMT
Post by DarkTonic Dev on Jan 27, 2018 22:37:37 GMT
V 1.1.4 changelog:
- PoolBoss check for "IsActive" slightly different now to fix another rare bug. Should not break anything though.
- PoolBoss has new checkbox for "Can Disabled Obj. Despawn" (defaults to false). If you need to be able to despawn a game object you have disabled, you must check that box. It is worse on performance because it doesn't only check "is the object enabled" so only use it if you must have the ability.
- Fixed: there is no garbage collection during Despawn now.
- Fixed: garbage collection issue in Pool Boss Spawn method.
- Change: Removed from API all "string prefabName" parameters since now the grabbing of prefab name is not doing any garbage collection.
- Added "keepParent" parameter to PoolBoss.Despawn, defaults to false. If you specify true, the Game Object you are despawning will stay where it is in the Hierarchy, disabled. Useful for things that screw up when activated under Pool Boss (UI components come to mind). To respawn one of that Pool item in the same position, use PoolBoss.Spawn and pass in the intended parentTransform.
- If you want Pool Boss to have better performance and register in-Scene game objects so that they can be despawned with "DespawnAllOfPrefab" and show in the spawned count, attach PoolableInfo script to your in-Scene objects.
- Added extension methods to PoolBoss: OnLayer and WithScale. You can chain these with a Spawn call, like this: var spawned = PoolBoss.SpawnOutsidePool(ProjectilePrefab.transform, this.trans.position, Quaternion.identity).OnLayer(LayerMask.NameToLayer("IgnoreRaycasts")).WithScale(new Vector3(4,4,4));
- Changed the default: Now NavMeshAgent components on Pool Items are not automatically enabled on spawn. There is a new setting for Pool Items with NavMeshAgent to make it work as before.
- Added ORK Framework integration as an optional package.
- Added Makinom Framework integration as an optional package.