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zCache - Object Pooling

Replace Instantiate/Destroy with a reusable pool: multiple prefab types, prewarming, automatic expansion, reset on reuse, zero-GC reuse. Drop in, call ActivateFromPool, done.

On the Asset Store Version 1.1.0 on the store; 1.2.0 is submitted and in review.

Buy on the Asset Store, 12.99 USD

What it does

Every project that fires projectiles, spawns enemies or shows impact effects pays twice for each object: once to instantiate it and once for the garbage collector to clean it up. Both are a common cause of micro-stutter, and on 144 Hz screens and mobile phones players notice.

zCache replaces that churn with a pool. Objects you are done with are returned, not destroyed, and the next request reuses them. The pool handles many prefab types at once, so one module covers your bullets, your monsters and your explosions without rewriting any pooling logic.

How it is used. Pre-list the prefabs you know about on the zCache prefab with an initial amount, and the pool is populated when the scene starts. Ask for anything else at runtime and a pool is created for it on the fly, so a new effect never needs configuration to work. Request an instance with one call, zCacheObjectPooling.ActivateFromPool(prefab, position, rotation), and hand it back with one call when you are finished, or drop the included time-to-live script on effect prefabs and they return themselves. Pooled objects carry a small tracking component that knows which pool they belong to, so returning is a direct operation, no lookup.

Tuning without guesswork. Run the scene, then copy the live pool configuration from the component and paste it back in edit mode: your pre-cache amounts now match what the game actually used. A statistics overlay prefab shows pools, cached counts and in-use counts in the game view while you balance them.

Mobile. A "skip reparenting" option keeps returned objects at the scene root instead of moving them in the hierarchy, for devices where transform moves are measurable.

Built for and used in the author's own strategy game. Pipeline-independent: pure C#, no rendering code, works with Built-in, URP and HDRP.

Key features

Screenshots

Technical details

C# only: two runtime components and one optional helper script, source included. Unity 6.3 LTS (6000.3) and newer. No dependencies, no DOTS/ECS requirement. Documentation PDF and commented demo scene included.

Built-in RPURPHDRPMinimum UnityPrice
yesyesyes6000.312.99 USD

Release notes

1.2.0 2026-10

1.1.0 2023-02

Documentation and support

Guides

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Page generated 2026-10-29 from the package's store copy and changelog (version 1.2.0).