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Question by maszto · Aug 28, 2021 at 10:01 AM · object pool

Object Pooler problem with deactivating objects

Hi guys, I'm working with object pooling for the first time. I want to use it for spawning random enemies in loop. Works fine but when I kill the enemy he disappear but didn't deactivet ( not returning to the pool). I 've been looking for some solutions but nothing works. Of course gameObject.SetActive(false); also didn't work. Any ideas ?

There is my pooler script:

 public class EnemiesPooler : MonoBehaviour
 {
     public static EnemiesPooler current;
     public GameObject[] enemyPrefabs;
 
     [SerializeField] private int enemiesPooledAmount;
     [SerializeField] private bool willGrow;
 
     private List<GameObject> pooledEnemies;
 
     private void Awake()
     {
         current = this;
     }
     // Start is called before the first frame update
     void Start()
     {
         pooledEnemies = new List<GameObject>();
         GameObject enemy;
         for (int i = 0; i<enemiesPooledAmount; i++)
         {
             int randEnemy = Random.Range(0, enemyPrefabs.Length);
 
             enemy = Instantiate(enemyPrefabs[randEnemy]);
             enemy.SetActive(false);
             pooledEnemies.Add(enemy);
         }
     }
     public GameObject GetPooledEnemy()
     {
          for (int i = 0; i < enemiesPooledAmount; i++)
          {
              if (!pooledEnemies[i].activeInHierarchy)
              {
                  return pooledEnemies[i];
              }
          }
              if (willGrow)
              {
                  int randEnemy = Random.Range(0, enemyPrefabs.Length);
 
                  GameObject enemy = Instantiate(enemyPrefabs[randEnemy]);
                  pooledEnemies.Add(enemy);
                  return enemy;
              }
              return null;
          }
 }
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