오브젝트 disable은 다른 부분에서 직접 호출해줘야 한다.

음 .. 음.. 왜 만든거지.
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
public class GameObjectPool
{
  protected Queue<GameObject> mDefautQueue;
  protected int mRefillTiming = 5;
  protected int mCntIndex = 0;
  protected int mMaxNumber = 20;
  protected GameObject mTargetPrefab;
  protected GameObject mParentObj;
 
  public void initQueue( GameObject parentObj_, GameObject targetObjPrefab_, int maxNum_ )
  {
    mDefautQueue = new Queue<GameObject>();
 
    mMaxNumber = maxNum_;
    mTargetPrefab = targetObjPrefab_;
    mParentObj = parentObj_;
 
    for( int i = 0; i < mMaxNumber; ++i )
    {
      GameObject _newObj = GameObject.Instantiate( targetObjPrefab_, Vector3.one, Quaternion.identity ) as GameObject;
      _newObj.transform.parent = parentObj_.transform;
      _newObj.SetActive( false );
      mDefautQueue.Enqueue( _newObj );
    }
  }
 
  public void checkAvailObjectAndAutoRefill()
  {
    if( mDefautQueue.Count < mRefillTiming )
    {
      for( int i = 0; i < (mMaxNumber / 2); ++i )
      {
        GameObject _newObj = GameObject.Instantiate( mTargetPrefab, Vector3.one, Quaternion.identity ) as GameObject;
        _newObj.transform.parent = mParentObj.transform;
        _newObj.SetActive( false );
        mDefautQueue.Enqueue( _newObj );
      }
    }
  }
 
  public GameObject getObject( Vector3 initPos_, Quaternion quat_, bool reInsert_ = false )
  {
    GameObject _gameObj = null;
    checkAvailObjectAndAutoRefill();
    {
      _gameObj = mDefautQueue.Dequeue();
      _gameObj.transform.position = initPos_;
      _gameObj.transform.localRotation = quat_;
      _gameObj.SetActive( true );
      if( reInsert_ ) {
        mDefautQueue.Enqueue( _gameObj );
      }
    }
    return _gameObj;
  }
 
  public void deactiveObject( GameObject gameObj_ )
  {
    gameObj_.SetActive( false );
    mDefautQueue.Enqueue( gameObj_ );
  }
 
  public void deactiveObject( GameObject gameObj_, string deactiveFuncName )
  {
    gameObj_.SetActive( false );
    gameObj_.SendMessage( deactiveFuncName );
    mDefautQueue.Enqueue( gameObj_ );
  }
}