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By Design
Votes
0
Found in
2019.4
2020.3
2021.1.21f1
2021.2
2022.1
Issue ID
1375738
Regression
No
GC.Alloc when SpriteRenderer.get_sprite() is called
Reproduction steps:
1. Open the attached project ("GetSprite_GC_Alloc_Example.zip")
2. Open "SampleScene"
3. Open the Profiler window and enable "Deep profile"
4. Enter Play mode
5. Exit Play mode right after the sprite in Game view changes
6. Search "get_sprite" in the Profiler search, select "SpriteRenderer.get_sprite()" and clear the search
7. Move the bar through "CPU usage" and observe the "GC Alloc" column
Expected result: No GC allocation under get_sprite() at any frame
Actual result: 40 B GC allocation under get_sprite() at certain frames
Reproducible with: 2019.4.34f1, 2020.3.25f1, 2021.2.7f1, 2022.1.0b2
Note: Copying a Sprite that has been copied before will not allocate GC
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Resolution Note:
This is actually by design: some of the resources handled by Unity are often typically only manipulated by native code. For those kind of resources (textures, sprites, vertex buffers, etc.), we only create a managed wrapper when some managed component explicitly want to access it.
So for a given Sprite object, the first time it is accessed (using SpriteRenderer.get_sprite() for example), the call to "Scripting::ScriptingWrapperFor" will instanciate this managed wrapper, to gives managed code a view over the object.
The wrapper is cached though, so if you try to access the same sprite from managed code repeatedly, the wrapper will only be created once.