pool
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2023-12-01
The pool component allows for object pooling. This gives us a reusable pool of entities to avoid creating and destroying the same kind of entities in dynamic scenes. Object pooling helps reduce GC pauses.
Example
For example, we may have a game with enemy entities that we want to reuse.
< a-scene pool__enemy= "mixin: enemy; size : 10"> </ a-scene> |
varel = sceneEl.components.pool__enemy.requestEntity(); sceneEl.components.pool__enemy.returnEntity(el); |
Properties
Property | Description | Default Value |
---|---|---|
dynamic | Grow the pool automatically if more entities are requested after reaching the size . | false |
mixin | Mixin used to initialize the entities of the pool. | ‘’ |
size | Number of preallocated entities in the pool. | 0 |
Methods
.requestEntity ()
Request one of the available entities in the pool.
.returnEntity (entityEl)
Relinquish an entity back to the pool.