How can I debug object pooling issues in my game?
To debug object pooling issues, start by checking if objects are being properly returned to the pool after use.
What if the objects are not being reused and I see performance drops?
You might want to look into the allocation and deallocation logic. Ensure that objects are not being instantiated repeatedly.
Are there any tools that can help me analyze object pooling performance?
Yes, you can use profiling tools like Unity Profiler or Unreal's built-in profiling tools to monitor object allocation.
How can I optimize my object pooling system further?
Consider implementing a dynamic pool that adjusts the size based on usage patterns to minimize memory overhead.
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