Thanks for your reply!
That change helped with this particular problem.
However in my actual project the problem is scattered across many different NodeCanvas elements.
Ones that I am able to find quickly (and are most notorious) are:
BBParameter.get_value / set_value (which internally calls allocationg MonoField.GetValueInternal())
PrioritySelector.OnExecute (Allocates a lot with Enumerable.ToList())
I can’t really make a unitypackage with the full tree, as it’s too closely tied to the rest of the project 🙁
Login
Register
By registering on this website you agree to our Privacy Policy.