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How does Pooling works across scene loading?
#2
That doesn't need to be caused by pooling, what's the stacktrace of the above error?

In general pooling (btw, it was introduced with 2.0.0, just the example came with 2.0.3) works by keeping the CP-GameObjects under _CurvyGlobal_ (which is DontDestroyOnLoad() as well). So it should work with scene loading as well - though I didn't tested this explicitely.

Note: For 2.0.5 I worked around the bug introduced by Unity 5.3 that makes _CurvyGlobal_ invisible in the hierarchy.
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RE: How does Pooling works across scene loading? - by Jake - 01-08-2016, 02:00 PM

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