3 ms·
Its really not a big deal. Just preallocate as much as you can behind a load screen, and use pooling on your tight loops. You'd be doing this in any language,
by jayd16 5y ago
Its really not a big deal. Just preallocate as much as you can behind a load screen, and use pooling on your tight loops. You'd be doing this in any language, anyhow. If you really want to go overboard, C# has Span<T> now, if you want to do your own arena allocation.
At least in Unity, the profiling is fairly well established so its easy to hunt down allocations.