I’m working with a game that uses NodeCanvas and FlowCanvas. I have no idea which version, if anyone knows where the version number is listed then please let me know.
I get spikes of anywhere between 1 and 9 MegaBytes of garbage every time a NodeCanvas event gets triggered:
This is causing garbage collection spikes for us on consoles and I need it to stop.
Has there been any optimization to this in the passed few version updates? (since version 2.6.4 maybe?)
I saw that optimizing garbage was planned for a future update, but I didn’t see any mention of previous optimizations in the change log.
If not; is there anything I could do from here to minimize garbage creation?
Hello and sorry for the late reply due to xmas vacation.
Hmm..Judging from the profiler, it looks like that the allocation is caused from a new graph being deserialized (which can indeed be high). Is by any chance your events fired, somehow result in a new graph or GraphOwner based gameobject being instantiated?
Please let me know.
(PS: The version number by the way, can be seen on the top right of the Graph Editor window toolbar)
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