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A lightweight and flexible object pooling system for Unity

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Rent and Return callback raises InvalidOperationException when a pooled object triggers a new rent or return operation within the callback, causing the componentsBuffer to be altered while it is still...

In my project, I have a serialization/deserialization system that instantiates prefabs and writes (deserializes) some persistent (serialized) data onto the instances. When an object is deserialized I need to ensure...