pool
Note: This documentation is for the old 0.8.0 version of A-Frame. Check out the documentation for the current 1.6.0 version
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.
Example
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(); |
Properties
Property | Description | Default Value |
---|---|---|
container | Selector to store pooled entities. Defaults to the scene. | ‘’ |
dynamic | Grow the pool automatically if more entities are requested after reaching the size . |
false |
mixin | Mixin required to initialize the entities of the pool. | ‘’ |
size | Number of preallocated entities in the pool. | 0 |
Methods
.requestEntity ()
Request one of the available entities in the pool.
.returnEntity (entityEl)
Relinquish an entity back to the pool.