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Up and Coming
May 30, 2016

Platform SDK for unity cause many GC

I used the platform sdk for unity.I found this sdk callback will cause a large of GC amount.I tested this,when I comment out my specific callback functionality,the large GC still existed.Actually,this situation will happen after the oculus server return me the successful result,about 0.5MB GC.When the request errored,it will return me 340B GC.So,I think this is an oculus issue.
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4 replies

New Participant
May 31, 2016
Hi chesstar, thanks for reporting this! Can you give any detail as to which calls are causing the allocations you're seeing?
New Participant
June 2, 2016
So I dug into this a little bit, and I found that one of our print statements that runs whenever a messages comes back from the server was generating substantial amounts of garbage.

I've removed it, so this particular issue should be much improved in the next version of the Unity integration.

In the mean time, you can patch it yourself. Just remove the two `Debug.Log` statements in Unity/Assets/OculusPlatform/Scripts/Message.cs
chesstarAuthor
Up and Coming
June 8, 2016
Thanks for your reply.I will try it.Thank you very much again.
New Participant
June 8, 2016
You bet! Please let me know if you're still seeing problems.