Search Issue Tracker
Fixed in Unity 2017.3.0f3
Votes
2
Found in
5.6.0p3
Issue ID
932039
Regression
No
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.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- LWRP is leaking resources when building Unity.Physics project to device
- Prefab instance with a script that automatically sets the parent of it creates a duplicate of itself after exiting Prefab mode
- Unity Ads Package conflict with Moq framework
- Particle system trails sprites modifies unexpectedly when Texture Sheet Animation is enabled
- UWP player fails to play WebCamTexture when using specific webcam
worldwhiteamway373839
Mar 12, 2018 22:33
joy COMMENT