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Post #2157902

2026-05-07 13:29 UTC

As one might expect from a Unity game, some of my hiccups in framerate are caused by garbage collection. I've recently removed some allocations caused by delegate closures - an issue I was previously unaware of. However, a bigger problem is that the Parallel.ForEach functionality in .Net I'm using for multithreading seems to allocate too. I don't have the expertise to write my own replacement, haven't seen existing ones, and can't use Unity's job system, so I might not be able to address this.

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