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Update README.md
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README.md

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@@ -5,7 +5,7 @@ Object Pooling for Unity
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- Faster in terms of performance than Instantiate/Destroy (Test at the end of README)
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- Easy to use
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- Easy to integrate with already written spawn systems
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- Callbacks OnSpawn & OnDespawn for resseting after object being used
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- Callbacks OnGet & OnRelease for resseting after object being used
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## How to Install
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### Git Installation (Best way to get latest version)
@@ -53,10 +53,10 @@ public class Spawner : MonoBehaviour
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public void Spawn()
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{
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_prefab.Spawn(transform.position, transform.rotation);
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_prefab.Get(transform.position, transform.rotation);
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// Get object from pool with component
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_prefab.Spawn<Rigidbody>(transform.position, transform.rotation).isKinematic = true;
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_prefab.Get<Rigidbody>(transform.position, transform.rotation).isKinematic = true;
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}
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}
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```
@@ -72,8 +72,8 @@ public class Spawner : MonoBehaviour
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public void Spawn()
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{
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var instance = _prefab.Spawn(transform.position, transform.rotation);
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instance.Despawn();
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var instance = _prefab.Get(transform.position, transform.rotation);
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instance.Release();
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}
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}
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```
@@ -93,11 +93,11 @@ public class Health : MonoBehaviour, IPoolable
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_health = _maxHealth;
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// IPoolable method
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public void OnSpawn() =>
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public void OnGet() =>
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_health = _maxHealth;
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// IPoolable method
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public void OnDespawn() { }
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public void OnRelease() { }
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}
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```
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@@ -134,7 +134,7 @@ public class Tester : MonoBehaviour
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```
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##### Result: [16:26:15] Milliseconds: 6
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#### Spawn/Despawn:
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#### Get/Release:
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```csharp
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using Sirenix.OdinInspector;
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for (int i = 0; i < 1000; i++)
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{
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var instance = _object.Spawn();
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instance.Despawn();
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var instance = _object.Get();
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instance.Release();
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}
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stopwatch.Stop();

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