Comments (1)
Hi @liusuwanxia
Thanks for the feedback.
I decided to go the way that is developed, because most of the time you have a list of objects with components attached to them that do the same thing and the only difference is the data displayed, so it makes sense to create a object and attach a component to each of them.
Regarding the performance-cost, I would agree with you if we had tons of GameObjects, but since the main purpose of the project is to minimize the instantiation and focus on reutilization of gameObjects, we hardly ever will have more than 20 objects.
Either way, I didn't got the difference between my solution and yours, since you instantiate the referenceObject when you call Pooling.CreateObject
.
But hey, feel free to do whatever you want with the project and change stuff as you please. If you think what you've done will contribute with the project, please send a pull request and I will be more than glad to review.
from unitydynamicscrollrect.
Related Issues (11)
- ScrollRect Content/Elements going very far from origin if the list is very big
- Scroll to index? HOT 1
- Items are not removed when data list gets shorter? HOT 2
- Scollbar support? HOT 4
- [Feature Request] Elastic Movement HOT 3
- Consider control adoption in the Unity UI Extensions collection? HOT 5
- Compatible with Grid Layout? HOT 6
- Use IList instead of an array to make solution more flexible HOT 1
- Start on the last element of the collection. HOT 6
- Can't add through Package Manager in Unity 2021.1.19f1 HOT 1
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from unitydynamicscrollrect.