How should I account for the GC when building games with Unity?
        Posted  
        
            by 
                Eonil
            
        on Game Development
        
        See other posts from Game Development
        
            or by Eonil
        
        
        
        Published on 2012-03-12T12:28:27Z
        Indexed on 
            2012/03/20
            23:40 UTC
        
        
        Read the original article
        Hit count: 343
        
unity
|Performance
*As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC.
This GC system can't avoid GC time which stops game system. Instance pooling can reduce this but not completely, because we can't control instantiation happens in the CLR's base class library. Those hidden small and frequent instances will raise un-deterministic GC time eventually. Forcing complete GC periodically will degrade performance greatly (can Mono force complete GC, actually?)
So, how can I avoid this GC time when using Unity3D without huge performance degrade?
© Game Development or respective owner