CyanPlayerObjectPool | VRChat system that will assign a unique object
kandi X-RAY | CyanPlayerObjectPool Summary
kandi X-RAY | CyanPlayerObjectPool Summary
CyanPlayerObjectPool is a C# library. CyanPlayerObjectPool has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.
A VRChat system that will assign a unique object to every player in the world.
A VRChat system that will assign a unique object to every player in the world.
Support
Quality
Security
License
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Support
CyanPlayerObjectPool has a low active ecosystem.
It has 58 star(s) with 3 fork(s). There are 2 watchers for this library.
It had no major release in the last 12 months.
There are 3 open issues and 3 have been closed. On average issues are closed in 240 days. There are no pull requests.
It has a neutral sentiment in the developer community.
The latest version of CyanPlayerObjectPool is v1.1.2
Quality
CyanPlayerObjectPool has 0 bugs and 0 code smells.
Security
CyanPlayerObjectPool has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
CyanPlayerObjectPool code analysis shows 0 unresolved vulnerabilities.
There are 0 security hotspots that need review.
License
CyanPlayerObjectPool is licensed under the MIT License. This license is Permissive.
Permissive licenses have the least restrictions, and you can use them in most projects.
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CyanPlayerObjectPool releases are available to install and integrate.
Installation instructions are available. Examples and code snippets are not available.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of CyanPlayerObjectPool
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of CyanPlayerObjectPool
CyanPlayerObjectPool Key Features
No Key Features are available at this moment for CyanPlayerObjectPool.
CyanPlayerObjectPool Examples and Code Snippets
No Code Snippets are available at this moment for CyanPlayerObjectPool.
Community Discussions
No Community Discussions are available at this moment for CyanPlayerObjectPool.Refer to stack overflow page for discussions.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install CyanPlayerObjectPool
See the example scenes for more details on proper setup.
Drag the PlayerObjectPool and PlayerObjectAssigner prefabs into your scene.
In the PlayerObjectPool prefab, set the pool size to double the world capacity.
Create an Udon program to be used for each pooled object, implementing the required items (see template UdonGraph, CyanTrigger, or UdonSharp script)
Create a new GameObject with this Udon program, make it a prefab, and drag the prefab into the "Pool Object Prefab" field in the PlayerObjectAssigner prefab. This will automatically create enough instances of the pool object for the current pool size.
Right click on the PlayerObjectAssigner prefab and create a new Prefab Variant.
Create your Pool Object prefab and set it in the Variant's "Pool Object Prefab" field.
(Optional) If your system depends on objects outside of the Pool Object (Pool Event Listeners), create a new prefab for your system, have the prefab variant as a child. Add other systems dependent on your pool system as children. Ensure that the PlayerObjectAssigner prefab variant does not have any children as these will be created when dragged into the scene.
Create a Readme file for your prefab and tell users to drag your system prefab into the scene. When the prefab is added to the scene, it will auto link with the Object Pool system, or create a new one if one did not already exist.
Drag the PlayerObjectPool and PlayerObjectAssigner prefabs into your scene.
In the PlayerObjectPool prefab, set the pool size to double the world capacity.
Create an Udon program to be used for each pooled object, implementing the required items (see template UdonGraph, CyanTrigger, or UdonSharp script)
Create a new GameObject with this Udon program, make it a prefab, and drag the prefab into the "Pool Object Prefab" field in the PlayerObjectAssigner prefab. This will automatically create enough instances of the pool object for the current pool size.
Right click on the PlayerObjectAssigner prefab and create a new Prefab Variant.
Create your Pool Object prefab and set it in the Variant's "Pool Object Prefab" field.
(Optional) If your system depends on objects outside of the Pool Object (Pool Event Listeners), create a new prefab for your system, have the prefab variant as a child. Add other systems dependent on your pool system as children. Ensure that the PlayerObjectAssigner prefab variant does not have any children as these will be created when dragged into the scene.
Create a Readme file for your prefab and tell users to drag your system prefab into the scene. When the prefab is added to the scene, it will auto link with the Object Pool system, or create a new one if one did not already exist.
Support
For any new features, suggestions and bugs create an issue on GitHub.
If you have any questions check and ask questions on community page Stack Overflow .
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