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Up to 2X faster. Turbocharge your development with lightning-fast component caching!
SRP との互換性
Unity のスクリプタブルレンダーパイプライン(SRP)は、C# スクリプトを使用してレンダリングを制御できる機能です。SRP は、ユニバーサルレンダーパイプライン(URP)と HD レンダーパイプライン(HDRP)を支えるテクノロジーです。
Unity のバージョンビルトインURPHDRP
2021.3.35f1
互換性がある
互換性がある
互換性がある
詳細

Two Cats Code | Online Documentation | Discord


This asset contains three tools: CACHE, POOLING, and Locker.


Usage

❌ gameObject.GetComponent();

gameObject.Get();


❌ Instantiate(prefab, Vector3.zero, Quaternion.identity);

prefab.Spawn(Vector3.zero, Quaternion.identity);


❌ Destroy(gameObject);

gameObject.Despawn();


Locker.Get("Count", 0);

Locker.Set("Count", 0);


CACHE is a powerful tool designed specifically for Unity programmers using C#. It changed how you access and utilize components of game objects, ultimately optimizing your app's performance.


With CACHE, you can effortlessly cache previously accessed components, eliminating the need for repetitive and time-consuming lookups. By storing frequently used components in memory, CACHE significantly reduces the overhead associated with component retrieval, resulting in a remarkable boost in speed and efficiency.

Imagine the possibilities when you no longer worry about slow component access hindering your creativity. CACHE empowers you to focus on what truly matters – creating immersive and visually stunning experiences.


CACHE supports all access levels to the components, including the target game object, parent, and children.


POOLING is another powerful tool designed specifically for Unity programmers using C#. It changed how you spawn and despawn game objects, ultimately optimizing your app's performance.


Imagine a barrage-type design game. A large number of bullets are created and destroyed in the same frame. This will be a time-consuming task and lead to a decrease in-game performance. Using POOLING, you can significantly reduce the time to create and destroy bullets and improve the game's performance.


Whether you're building a game, an interactive application, or a virtual reality experience, CACHE & POOLING is your go-to solution for unleashing the full potential of Unity. Say goodbye to performance bottlenecks and hello to seamless development with CACHE & POOLING.


Locker is a handy tool that provides a space to store any data that can be used across the scenes. It is helpful to carry data from one scene to another scene.


Experience the difference today and take your Unity projects to new heights with this asset!


Features

- No need to learn.

- No setup is needed; use it as pure c# coding.

- Up to 2x faster than before.

- Seamlessly support and integrate into any projects and assets.

- CACHE and Pooling APIs can be mixed with Unity native APIs.

- Automated memory management without manual intervention.

- The corresponding parent and children caches are automatically refreshed when parenting changes.

- When a game object is despawned, it will re-parent to the pools.

- Locker can transfer any data from one scene to another scene.

- Source code.

Cache and Pooling

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$4.99
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払い戻しポリシー
このアセットは Unity アセットストアの払い戻しポリシーの対象です。詳細については、EULA のセクション 2.9.3 を参照してください。
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Supported payment methods: Visa, Mastercard, Maestro, Paypal, Amex
ライセンス
ファイルサイズ
3.8 MB
最新バージョン
1.0
最新リリース日
2024年3月5日
オリジナルの Unity バージョン
2021.3.35
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11,000 種類を超える 5 つ星アセット
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