Posts Tagged unmanaged

How to Make Custom Native Collections

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We’ve seen how NativeArray works, but what if we want more kinds of native collections? Unity 2018.1 only has that one, but you can make your own! Today’s article shows exactly how to do that.

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Faster Memory Allocation with Memory Pools

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One of the advantages we get when we use unmanaged memory is a huge increase in flexibility. For example, we can easily allocate a whole array of objects at once instead of one-at-a-time when we new a class instance. We can also create a memory pool with one allocation then divide it up ourselves. It turns out that can really speed up memory allocation and, at the same time, actually reduce memory fragmentation on top of the fragmentation we’re avoiding by not creating any garbage for the GC. Today’s article shows you how memory pools work and provides an implementation of one you can use in your own projects!

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