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Unnecessary garbage is generated while invoking UnityEvents due to boxing
The user recently discovered that if you invoke a UnityEvent with a value type parameter, Unity boxes the argument in an object array, which generates unnecessary garbage. They would like that Unity to not generate garbage when invoking UnityEvents with value type parameters.
They send an example project in which a sphere oscillate colors between white and red and that is controlled by a UnityEvent with a float parameter that fires each Update.
They observed (using the profiler) that 20 bytes of memory is allocated each time the UnityEvent is invoked. And they suspect that it could be due to Unity boxing the float parameter.
Steps to reproduce:
1. Open the scene "DemoScene".
2. Open the Unity Profiler and start recording. Enable Deep Profile.
3. Play the scene. You will see the color of a sphere oscillate between white and red. This is controlled by a UnityEvent with a float parameter that fires each Update.
4. Inspect a frame of the profiler.
Result: Observe that 20 bytes of memory is allocated each time the UnityEvent is invoked. This is due to Unity boxing the float parameter. (See the included screenshot, "ProfilerData.png".)
Reproduced with: 2017.2.0b3, 2017.1.0f3, 5.6.2p3.
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