Garbage spikes

NodeCanvas Forums Support Garbage spikes

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  • #13997
    tombrien
    Participant

    Hello.

    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:

    screenshot

    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?

    Thanks for reading.

    #14017
    Gavalakis
    Keymaster

    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)

    Join us on Discord: https://discord.gg/97q2Rjh

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