Two facts are at odds in Unity programming. First, delegates like Action
, Func
, and EventHandler
are extremely common with or without events. Second, the garbage collector is a huge source of CPU spikes and memory fragmentation in our games. Why are these facts at odds? Because code that uses delegates is almost always written in a way that creates garbage. It’s an extremely easy trap to fall into, but this article will show you how to get out of it!