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Question by Erhankb · Jan 05, 2018 at 07:47 AM · pooling

Object pooler not recycling objects children, keeping them inactive but the parent object active.

Here is the script, any ideas and suggestions is greatly appreciated. Thanks

using UnityEngine; using System.Collections; using System.Collections.Generic;

public class ObjectPooler : MonoBehaviour {

 public GameObject pooledObject;

 public int pooledAmount;

 List<GameObject> pooledObjects;

 // Use this for initialization
 void Start () {
     pooledObjects = new List<GameObject> ();

     for (int i = 0; i < pooledAmount; i++) 
     {
         GameObject obj = (GameObject) Instantiate (pooledObject);
         obj.SetActive (false);
         pooledObjects.Add (obj);
     }

 
 }
 
 public GameObject GetPooledObject()
 {
     for (int i = 0; i < pooledObjects.Count; i++) 
     {
         if (!pooledObjects [i].activeInHierarchy) 
         {
             return pooledObjects[i];
         }
     }
 
     GameObject obj = (GameObject) Instantiate (pooledObject);
     obj.SetActive (false);
     pooledObjects.Add (obj);
     return obj;
 
 }

}

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