The Effect Obj Pool component serves as pool for effect and attack objects in the map.
When you’re creating a new map using the RTS Engine menu editor, this component is attached to an object called “AttackManager”.
While the Effect Obj Pool component doesn’t have any fields that you can modify, creating an effect object requires the Effect Obj component which has the following fields:
- Code: Make sure that every effect object has a unique code.
- Local Life Time: When enabled, then the effect will be destroyed after the time in the Life Time field right below is over. When disabled, the effect object must be destroyed by accessing from other components.