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masterobjectpooler2's Issues

Unit Tests

MOP2 should have unit tests that cover most functionality, additionally all previously logged issues should have regression tests written where possible

While MOP2 is small and manual testing would likely suffice, automated testing should help MOP2 stand the test of time

Provide a public method to get an Iterable of active pool objects

It would be very convenient to have a method to fetch the current list of active pool objects. This is accessible in most circumstances by checking the children of the pool's transform, but that's less efficient than having access to the internally tracked records.

MasterObjectPooler.DestroyPool throws an error

Can't destroy Transform component of 'EnemyBarnaclePool Pool'. If you want to destroy the game object, please call 'Destroy' on the game object instead. Destroying the transform component is not allowed.

Should be destroying the GameObject instead of the transform

Proper singleton mode for the MasterObjectPooler

A singleton mode should be added to the MasterObjectPooler that makes it scene persistent, forces one instance (destroys itself if singleton access point is taken) and creates a static access point

Improve compatibility with fast enter playmode

Currently, the pool is initialized/cleansed on EditorApplication.playModeStateChanged for the case EnteredPlayMode
This can be somewhat problematic, as if GetObject is called on the first frame of the game, this happens before the event, and thus the pool won't be cleansed yet (resulting in warnings about null objects in the pool)

Furthermore, this means the auto initialize option actually takes a frame too long to kick in, which means that IPoolables may not be initialized

The first problem can be remedied by moving the cleanse into ExitingEditMode, not sure about the second

Addressables Support

Is is possible ? i think so.. the question is how much would need to change to add support for it..

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