Garbage Collector and Allocations in Unity
Posted: 29 Oct 2015, 20:38
Hi,
Alithough I bought NoesisGUI quite some time ago, I'm just starting to experiment with 1.2.4 now.
I'm noticing a lot of GC Allocations Per Frame in the Unity profiler even when there are no XAMLs assigned to the NoesisGUIPanel. I've worked pretty hard to get 0 allocations per frame in my game, and it was a little disconcerting to see allocations happening in several different areas in the Profiler in the NoesisGUI Samples.
Here are the areas where I'm seeing allocations:
NoesisGUISystem.Update() 96B
GUI.Repaint (GUIUtility.BeginGUI() and GUIUtility.EndGUI()) 464B
PlayerEndOfFrame (NoesisGUIPanel.RenderAtEndOfFrame())17B
Camera.Render (NoesisGUIPanel.OnPostRender()) 81B
Are there any plans to address (hopefully eliminate) the GC Allocations? Thanks.
Alithough I bought NoesisGUI quite some time ago, I'm just starting to experiment with 1.2.4 now.
I'm noticing a lot of GC Allocations Per Frame in the Unity profiler even when there are no XAMLs assigned to the NoesisGUIPanel. I've worked pretty hard to get 0 allocations per frame in my game, and it was a little disconcerting to see allocations happening in several different areas in the Profiler in the NoesisGUI Samples.
Here are the areas where I'm seeing allocations:
NoesisGUISystem.Update() 96B
GUI.Repaint (GUIUtility.BeginGUI() and GUIUtility.EndGUI()) 464B
PlayerEndOfFrame (NoesisGUIPanel.RenderAtEndOfFrame())17B
Camera.Render (NoesisGUIPanel.OnPostRender()) 81B
Are there any plans to address (hopefully eliminate) the GC Allocations? Thanks.