4 ms·
And the amount of man-hours collectively spent on working around this terrible, terrible GC is immense. It was the worst GC implementation I've seen in my life
by terramex 6y ago
And the amount of man-hours collectively spent on working around this terrible, terrible GC is immense.
It was the worst GC implementation I've seen in my life, could cause 0.5s GC spikes every 10 seconds on Xbox One even though we were allocating none or very little memory during gameplay. The amount of pre-allocated and pooled objects was bringing it down to its knees, because Unity's GC is non-generational and checks every single object every time. In the end we moved a lot of the data into native plugins written in C++. Nothing super hard, but you choose high-level engine to avoid such issues.
I've read that in 2019 they finally added incremental mode GC, that solves some of the issues but is still far cry from modern GC's.