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Clarify statement about pooling#11999

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Clarify statement about pooling#11999
taangle wants to merge 1 commit into
godotengine:masterfrom
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@taangle taangle commented May 17, 2026

Small change for the note about pooling seen here

Right after the explanation of what pooling is, the current text says "When working with GDScript, you don't need to worry about this." To me this doesn't leave room for acknowledging any reason to use pooling other than avoiding freezes in GC languages.

You could argue that the current text is correct because it says "you don't need to", which leaves room for cases where the developer wants to use pooling. But if a game's performance is bottlenecked on instantiating and destroying lots of the same type of object, then pooling may actually become a need. Happy to have this rejected if pooling is truly useless in GDScript

@taangle taangle requested a review from a team as a code owner May 17, 2026 20:31
@skyace65 skyace65 requested a review from a team May 17, 2026 20:44
@skyace65 skyace65 added enhancement area:getting started Issues and PRs related to the Getting Started section of the documentation labels May 17, 2026
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@Calinou Calinou left a comment

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Makes sense to me.

There can be a performance benefit to object pooling in GDScript, but GC pauses are not a problem in GDScript so it's less critical.

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