> Unity is still stuck with the worst possible GC (Boehm) for the foreseeable future.
How are we measuring "worst possible" here?
Unity's GC is unique in that it has an incremental marking phase. The most important thing in a unity application is frame latency, not raw GC throughput. If you are generating so much garbage every frame that the incremental collector falls behind, that's probably on you.
How are we measuring "worst possible" here?
Unity's GC is unique in that it has an incremental marking phase. The most important thing in a unity application is frame latency, not raw GC throughput. If you are generating so much garbage every frame that the incremental collector falls behind, that's probably on you.