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.
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>
var el = sceneEl.components.pool__enemy.requestEntity();
|container||Selector to store pooled entities. Defaults to the scene.||‘’|
|dynamic||Grow the pool automatically if more entities are requested after reaching the
|mixin||Mixin required to initialize the entities of the pool.||‘’|
|size||Number of preallocated entities in the pool.||0|
Request one of the available entities in the pool.
Relinquish an entity back to the pool.