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Commit 5c78467

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Updated readme
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‎README.md‎

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@@ -446,7 +446,7 @@ If you constantly create and destroy objects, the performance of your game will
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* One problem with storing objects in a list and search the list to find an avilable object is that the list may be very long, so it's a waste of time. Another way is to store the objects in the pool in a linked-list.
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* This pattern is so popular Unity has implemented their own version of it [ObjectPool<T0>](https://docs.unity3d.com/ScriptReference/Pool.ObjectPool_1.html) in later versions of Unity.
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* This pattern is so popular Unity has implemented their own version of it called [ObjectPool<T0>](https://docs.unity3d.com/ScriptReference/Pool.ObjectPool_1.html). Is only available in later versions of Unity.
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**When is it useful?**
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