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	<title>Comments on: Unity: Prefactory (A Better Pool Manager)</title>
	<atom:link href="http://www.booncotter.com/unity-prefactory-a-better-pool-manager/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/</link>
	<description></description>
	<lastBuildDate>Thu, 16 May 2013 01:48:48 +0000</lastBuildDate>
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	<item>
		<title>By: s4relok</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-14826</link>
		<dc:creator>s4relok</dc:creator>
		<pubDate>Tue, 02 Apr 2013 22:17:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-14826</guid>
		<description><![CDATA[Thank you!]]></description>
		<content:encoded><![CDATA[<p>Thank you!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Trent Sterling</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-14670</link>
		<dc:creator>Trent Sterling</dc:creator>
		<pubDate>Sat, 30 Mar 2013 22:53:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-14670</guid>
		<description><![CDATA[You, sir, are awesome!

Thank you for this!]]></description>
		<content:encoded><![CDATA[<p>You, sir, are awesome!</p>
<p>Thank you for this!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Boon</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-12789</link>
		<dc:creator>Boon</dc:creator>
		<pubDate>Wed, 27 Feb 2013 04:31:43 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-12789</guid>
		<description><![CDATA[Honestly, I don&#039;t think I&#039;m likely to get around to it any time soon. I wish I could help, but I&#039;m flat out with commitments that make scripting wishful thinking right now. Feel free to mess with the source code and change it how you like (of course). It&#039;s not very complex, there&#039;s a few basic classes. Best of luck!]]></description>
		<content:encoded><![CDATA[<p>Honestly, I don&#8217;t think I&#8217;m likely to get around to it any time soon. I wish I could help, but I&#8217;m flat out with commitments that make scripting wishful thinking right now. Feel free to mess with the source code and change it how you like (of course). It&#8217;s not very complex, there&#8217;s a few basic classes. Best of luck!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Przemek</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-12748</link>
		<dc:creator>Przemek</dc:creator>
		<pubDate>Mon, 25 Feb 2013 22:20:52 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-12748</guid>
		<description><![CDATA[Hi, If u could fix that problem would be great. Tool is great but it shoud work propertly on Unity 4.0 
Great Job!]]></description>
		<content:encoded><![CDATA[<p>Hi, If u could fix that problem would be great. Tool is great but it shoud work propertly on Unity 4.0<br />
Great Job!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Boon</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-11419</link>
		<dc:creator>Boon</dc:creator>
		<pubDate>Thu, 31 Jan 2013 00:06:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-11419</guid>
		<description><![CDATA[These questions are outside the scope of my blog. I&#039;m not all that clued on javascript for starters, but anything not related to the PoolManager will be better asked over at the Unity forums. Good luck!]]></description>
		<content:encoded><![CDATA[<p>These questions are outside the scope of my blog. I&#8217;m not all that clued on javascript for starters, but anything not related to the PoolManager will be better asked over at the Unity forums. Good luck!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ghost010</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-11418</link>
		<dc:creator>ghost010</dc:creator>
		<pubDate>Wed, 30 Jan 2013 23:41:34 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-11418</guid>
		<description><![CDATA[** var bulletCreate = Instantiate(bulletPrefab, 

Bulletprefab was missing in the upper message.]]></description>
		<content:encoded><![CDATA[<p>** var bulletCreate = Instantiate(bulletPrefab, </p>
<p>Bulletprefab was missing in the upper message.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ghost010</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-11417</link>
		<dc:creator>ghost010</dc:creator>
		<pubDate>Wed, 30 Jan 2013 23:37:58 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-11417</guid>
		<description><![CDATA[oke,got it working(the despawning part) here is the code.

private var nonsense : float = 0.0;
var thisdoesnothign : float = 0;
var DespawnDelay  = 0.0;



function Awake() {

}
function Start(){

}
function Update(){
thisdoesnothign += Time.deltaTime;
if (thisdoesnothign &gt;= DespawnDelay){
thisdoesnothign = 0;
				if(nonsense &gt; 0){
				Debug.Log(&quot;nonsense&quot;);
			} else{

PoolManager.Despawn(gameObject);}

}
}



now i have a problem. idk how to shoot the damn thing xp.(its a bullet)
here is the code.

public var bulletPrefab : Transform;
public var bulletSpeed : float = 6000;
var ShotDelay  = 5.0;
var timer : float = 0;
var rotateJoystick : Joystick;

function Update(){
	if (rotateJoystick.IsFingerDown()){
		
		timer += Time.deltaTime;
		if (timer &gt;= ShotDelay){
			timer = 0;
				if(!bulletPrefab &#124;&#124; !bulletSpeed){
				Debug.Log(&quot;[shoot] &#039;bulletPrefab&#039; or &#039;bulletSpeed&#039; is undefined&quot;);
			} else{
				var bulletCreate = Instantiate(, GameObject.Find(&quot;BSpawnPoint&quot;).transform.position, Quaternion.identity);
				bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed);
				//PoolManager.Spawn(&quot;Bullet&quot;).rigidbody.AddForce(transform.forward * bulletSpeed);  &lt;---Works but does not shoot from gameobject&quot;BSpawnPoint.
			}
		}
	}
}
function Spawn()
{
		PoolManager.Spawn(&quot;Bullet&quot;);
}]]></description>
		<content:encoded><![CDATA[<p>oke,got it working(the despawning part) here is the code.</p>
<p>private var nonsense : float = 0.0;<br />
var thisdoesnothign : float = 0;<br />
var DespawnDelay  = 0.0;</p>
<p>function Awake() {</p>
<p>}<br />
function Start(){</p>
<p>}<br />
function Update(){<br />
thisdoesnothign += Time.deltaTime;<br />
if (thisdoesnothign &gt;= DespawnDelay){<br />
thisdoesnothign = 0;<br />
				if(nonsense &gt; 0){<br />
				Debug.Log(&#8220;nonsense&#8221;);<br />
			} else{</p>
<p>PoolManager.Despawn(gameObject);}</p>
<p>}<br />
}</p>
<p>now i have a problem. idk how to shoot the damn thing xp.(its a bullet)<br />
here is the code.</p>
<p>public var bulletPrefab : Transform;<br />
public var bulletSpeed : float = 6000;<br />
var ShotDelay  = 5.0;<br />
var timer : float = 0;<br />
var rotateJoystick : Joystick;</p>
<p>function Update(){<br />
	if (rotateJoystick.IsFingerDown()){</p>
<p>		timer += Time.deltaTime;<br />
		if (timer &gt;= ShotDelay){<br />
			timer = 0;<br />
				if(!bulletPrefab || !bulletSpeed){<br />
				Debug.Log(&#8220;[shoot] &#8216;bulletPrefab&#8217; or &#8216;bulletSpeed&#8217; is undefined&#8221;);<br />
			} else{<br />
				var bulletCreate = Instantiate(, GameObject.Find(&#8220;BSpawnPoint&#8221;).transform.position, Quaternion.identity);<br />
				bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed);<br />
				//PoolManager.Spawn(&#8220;Bullet&#8221;).rigidbody.AddForce(transform.forward * bulletSpeed);  &lt;&#8212;Works but does not shoot from gameobject&quot;BSpawnPoint.<br />
			}<br />
		}<br />
	}<br />
}<br />
function Spawn()<br />
{<br />
		PoolManager.Spawn(&quot;Bullet&quot;);<br />
}</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ghost010</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-11415</link>
		<dc:creator>ghost010</dc:creator>
		<pubDate>Wed, 30 Jan 2013 22:47:54 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-11415</guid>
		<description><![CDATA[Pfff so it wont despawn the prefab.

it seems that the code PoolManager.Despawn(gameObject); doesnt do any thing? putting GameObject or this.gameobject also doesnt work.]]></description>
		<content:encoded><![CDATA[<p>Pfff so it wont despawn the prefab.</p>
<p>it seems that the code PoolManager.Despawn(gameObject); doesnt do any thing? putting GameObject or this.gameobject also doesnt work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ghost010</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-11409</link>
		<dc:creator>ghost010</dc:creator>
		<pubDate>Wed, 30 Jan 2013 21:59:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-11409</guid>
		<description><![CDATA[ohh,the destroy was comented oud cuz that was part of the old code]]></description>
		<content:encoded><![CDATA[<p>ohh,the destroy was comented oud cuz that was part of the old code</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ghost010</title>
		<link>http://www.booncotter.com/unity-prefactory-a-better-pool-manager/#comment-11408</link>
		<dc:creator>ghost010</dc:creator>
		<pubDate>Wed, 30 Jan 2013 21:58:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.booncotter.com/?p=589#comment-11408</guid>
		<description><![CDATA[var lifeTime : int = 2;
//private var csScript : PoolManager;
//var csScript : PoolManager;



function Awake() {
if(lifeTime &lt;= 0)
Despawn();
//csScript = this.GetComponent(&quot;PoolManager&quot;);
//csScript = GetComponentInChildren(PoolManager);

	//Destroy(gameObject, lifeTime);
	//script = GetComponentInChildren(PoolManager);
	//script.DoSomething ();
	//PoolManager.Despawn(GameObject prefabInstanceToDespawn);
	//Despawn(GameObject prefabInstanceToDespawn);
	//}
}

function Despawn()
{
		PoolManager.Despawn(gameObject);
}



i have no errors now,but havent tested it yet(whats comented out didnt work).

i know the scrippts have a timer it self,but i need this working for a different reason.]]></description>
		<content:encoded><![CDATA[<p>var lifeTime : int = 2;<br />
//private var csScript : PoolManager;<br />
//var csScript : PoolManager;</p>
<p>function Awake() {<br />
if(lifeTime &lt;= 0)<br />
Despawn();<br />
//csScript = this.GetComponent(&quot;PoolManager&quot;);<br />
//csScript = GetComponentInChildren(PoolManager);</p>
<p>	//Destroy(gameObject, lifeTime);<br />
	//script = GetComponentInChildren(PoolManager);<br />
	//script.DoSomething ();<br />
	//PoolManager.Despawn(GameObject prefabInstanceToDespawn);<br />
	//Despawn(GameObject prefabInstanceToDespawn);<br />
	//}<br />
}</p>
<p>function Despawn()<br />
{<br />
		PoolManager.Despawn(gameObject);<br />
}</p>
<p>i have no errors now,but havent tested it yet(whats comented out didnt work).</p>
<p>i know the scrippts have a timer it self,but i need this working for a different reason.</p>
]]></content:encoded>
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