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npx versuz@latest install tippinggame-f8framework-tests-aiskills-f8framework-skills-editor-f8-editor-gameobjectpoogit clone https://github.com/TippingGame/F8Framework.gitcp F8Framework/SKILL.MD ~/.claude/skills/tippinggame-f8framework-tests-aiskills-f8framework-skills-editor-f8-editor-gameobjectpoo/SKILL.md--- name: f8-editor-gameobjectpool-workflow description: Use when working with GameObjectPool editor tools — preload pool Inspector, PoolsPreset ScriptableObject creation in F8Framework. --- # GameObjectPool Editor Workflow ## Use this skill when - The task involves configuring preload pools in the Inspector. - The user asks about PoolsPreset ScriptableObject or pool setup in Editor. ## Path resolution 1. Editor code: Assets/F8Framework/Editor/GameObjectPool ## Sources of truth - Editor module: Assets/F8Framework/Editor/GameObjectPool - Test docs: Assets/F8Framework/Tests/GameObjectPool/README.md ## Key editor features | Feature | Description | |---------|-------------| | **Preload Pool Inspector** | Configure pool size, capacity, and prefab references visually | | **PoolsPreset Asset** | ScriptableObject defining a set of pools to install at startup | ## Workflow 1. Create a `PoolsPreset` ScriptableObject via right-click → Create. 2. Add prefab references and configure pool size/capacity per prefab. 3. Install at runtime: `FF8.GameObjectPool.InstallPools(poolsPreset)`. 4. Alternatively, configure pools via code with `PopulatePool()` and `SetCapacity()`. 5. Use the Inspector to adjust pool settings visually during development. ## Output checklist - PoolsPreset configured with appropriate prefabs. - Pool sizes tuned for target scene. - Inspector validation passed.