Garbage spikes

Forums 💬 NodeCanvas ⚙️ Support Garbage spikes

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  • #16950
    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.

      #16951
      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)

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