Blood Screen Pro
  • Welcome!
  • Getting Started
    • Getting Started
    • Triggering the screens
  • Basics
    • BSP_Manager
    • BSP_EffectImage
    • Screen Effect Customization
    • BSP Profiles
    • BSP Pooling Manager
  • Adding Custom Effects
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  • 🔁 BSP_PoolingManager
  • 🎯 Purpose & Usage
  • ✨ Key Features
  • 🧩 Component Summary
  1. Basics

BSP Pooling Manager

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Last updated 1 month ago

🔁 BSP_PoolingManager

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.


🎯 Purpose & Usage

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.


✨ Key Features

✅ Prefab Pooling

  • Assign the blood screen prefabs you want to pool via the Inspector.

🧠 Fixed or Dynamic Pooling

  • Fixed Pool Size: Limit memory usage by setting a max instance count.

  • Dynamic Expansion: Let the pool automatically grow at runtime when needed.

🗂️ Parent Transform Assignment

  • 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 Summary

Property
Description

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.

The clones are objects that have been added to the pool.