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 assign, creating an effect object requires attaching the Effect Obj component which has the following fields:
- Code: Make sure that every effect object has a unique code so that the effect object pool can distinguish between different effect objects.
- Enable Life Time: When enabled, the effect object will have a life time during which it will be shown when activated. When disabled, the effect object will have to be manually hidden.
- Default Life Time: When life time is enabled, this is the default life time (in seconds) of the effect object.