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GC.Alloc when SpriteRenderer.get_sprite() is called



Reproduction steps:
1. Open the attached project ("")
2. Open "SampleScene"
3. Open the Profiler window and enable "Deep profile"
4. Enter Play mode
5. Exit Play mode right after the sprite in Game view changes
6. Search "get_sprite" in the Profiler search, select "SpriteRenderer.get_sprite()" and clear the search
7. Move the bar through "CPU usage" and observe the "GC Alloc" column

Expected result: No GC allocation under get_sprite() at any frame
Actual result: 40 B GC allocation under get_sprite() at certain frames

Reproducible with: 2019.4.34f1, 2020.3.25f1, 2021.2.7f1, 2022.1.0b2

Note: Copying a Sprite that has been copied before will not allocate GC

  1. Resolution Note:

    This is actually by design: some of the resources handled by Unity are often typically only manipulated by native code. For those kind of resources (textures, sprites, vertex buffers, etc.), we only create a managed wrapper when some managed component explicitly want to access it.
    So for a given Sprite object, the first time it is accessed (using SpriteRenderer.get_sprite() for example), the call to "Scripting::ScriptingWrapperFor" will instanciate this managed wrapper, to gives managed code a view over the object.
    The wrapper is cached though, so if you try to access the same sprite from managed code repeatedly, the wrapper will only be created once.

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