Throw 100 Game Objects without Fading ⭐ Unity Asset — Throw Control

Опубликовано: 22 Март 2026
на канале: Makaka Games
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How to Keep Game Objects in scene after the Throwing using Unity Asset called Throw Control?
Unity Asset Store ⭐ https://makaka.org/throw-control

This is the 1st such questions from my clients since 2018 when the asset was released. Thankfully, you can do it without changing the system because the Throwing System is flexible due to this is fundamental asset which is used in other my assets as a module (check the map: https://makaka.org/o/map )

So, Objects are not destroyed during the game due to Object Pool pattern with Object Reusing.

Initially, the system is designed so that objects disappear after a certain time to save your device's memory. Moreover, the objects in the pool are instantiated in advance, before you can click the start button.

You can achieve the desired result by setting a large number of objects in the pool and a large reset delay, while disabling the fading.

1. Target Throwing Object prefab ~ Material Control component ~ Is Parameter Changing On At Start ~ Uncheck (we are disabling the fading here)
2. ThrowingPoolControl object on Scene:
2.1. Random Object Pooler component ~ Init Pooled Amount (set to target amount of objects in pool, e.g. 99)
2.2. Throw Control component ~ Reset Delay (set to target amount of seconds, e.g. 999)

The system is designed with the Object Pool pattern, so you can't set these values in inspector to protect you from too large values, long loading at start & low performance of your game, but you can fix the restrictions inside the script in field attributes.

#Unity #Throw #GameDev