BSP Pooling Manager
Last updated
Last updated
The BSP_PoolingManager
is a standalone pooling system designed specifically for use with the BloodScreensPro asset. It is included by default on the BloodScreensPro
prefab, but you can remove or replace it if you prefer to use your own pooling system.
This component is essential when using Stack-on-Top Mode, where each blood effect spawns as a separate canvas object layered dynamically over the screen. Without pooling, this could lead to performance issues due to constant instantiation and destruction of UI elements.
In Stack-on-Top Mode, pooling is required to keep things fast and smooth.
In Overwrite Mode, pooling is not needed, as a single canvas is reused for all effects.
The pooling manager is automatically added to your scene as part of the BloodScreensPro Object, which also hosts the BloodScreensProManager
.
Assign the blood screen prefabs you want to pool via the Inspector.
Fixed Pool Size: Limit memory usage by setting a max instance count.
Dynamic Expansion: Let the pool automatically grow at runtime when needed.
Set a Transform parent for all pooled instances.
Keeps the hierarchy clean and organized at runtime.
All pooled objects are:
Created at runtime
Disabled by default
Activated on demand, then returned to the pool after use
Component Name
BSP_PoolingManager
Default Location
Attached to the BloodScreensPro
prefab
Used By
BloodScreensProManager
on the BloodScreensPro
GameObject
Required For
Only needed when using Stack-on-Top Mode
💡 Tip: If you're using a custom UI pooling system, you can safely remove the
BSP_PoolingManager
and plug in your own logic instead.