Tag: Memory
All the articles with the tag "Memory".
The Page Says 2023, and What You Get Is the 2020 LTS Edition
A landing page clipped while studying optimization, after it occurred to me that using high-quality models might make the game unplayable on a low-spec PC. The page is dated October 19, 2023, but the cover of the PDF behind Read now says '2020 LTS edition'. I picked four sections to see where that gap shows in the body.
Unload(false) Doesn't Unload the Instances
Notes from the Unite Seoul 2025 optimization session. I cross-checked some twenty items against the docs one by one. Most hold up; five don't. The most dangerous is AssetBundle.Unload, whose two parameter cases are swapped.
What Made GC Long Wasn't the Cache Size, It Was the Pointer Count
Discord's Go-to-Rust post diagnoses the problem accurately, and the diagnosis still holds. But only two knobs got turned. GOGC sets frequency and cache size cuts the hit rate. The variable that sets scan cost is the pointer count, and Go doesn't scan pointer-free objects at all.
SetActive(false) Doesn't Pause a Coroutine, It Ends It
The clipping's ObjectPool implementation uses the official API correctly. But OnGet and OnRelease are one line each. It does none of the six things the manual says to reset on release, and the coroutine SetActive(false) ended doesn't come back when you re-enable.