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Question by sarahnorthway · Dec 01, 2015 at 01:38 PM · unity 5optimizationmemorycoroutinesram

Why do my Coroutines allocate memory when they execute?

I'm optimizing GC on a project compiled with Unity 5.3 Win 8 64bit which uses Coroutines like this:

 public override void Start() {
     StartCoroutine(MyCoroutine());
 }
     
 IEnumerator MyCoroutine() {
     while (true) {
         yield return 0;
     }
 }

According to the profiler, the example above allocates 37B (shallow profiling) 20B (deep profiling) of memory on every frame:

Non-deep profiling

Deep profiling

I couldn't find much info about this - is it a known issue? Does it happen in production and/or mobile builds? Is it worth avoiding Coroutines when ram or GC spikes are a concern?

And could this be related to the bug in Mono which causes unnecessary boxing when iterating through a List using foreach (as opposed to for int i;;)? I wonder if both are calling MoveNext() at some level.

mycoroutinedeep.png (64.2 kB)
mycoroutine.png (58.0 kB)
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Answer by Bunny83 · Dec 01, 2015 at 01:47 PM

Don't yield "0". An IEnumerator is based on the type "object". If you want to wait one frame return null. The value 0 is an integer which need to be boxed on the heap so it can be returned as object.

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avatar image Fattie · Dec 01, 2015 at 02:06 PM 1
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astounding factoid! this is what the "reward" button is for :)

avatar image sarahnorthway · Dec 01, 2015 at 07:10 PM 1
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Yes! This fixes it. I'll replace "yield return 0" with "yield return null". Another thing that works is:

 WaitForSeconds nextframe = new WaitForSeconds(0);
 IEnumerator $$anonymous$$yCoroutine() {
     while (true) {
         yield return nextframe;
     }
 }
avatar image Fattie sarahnorthway · Dec 01, 2015 at 07:16 PM 0
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nextframe! whatever will they think of next?

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