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If you know what the stack and the heap are, you can help me :)
Hi, I am Developing a game with Unity Game Engine, I can barely code so am learning the ins and outs. The problem is that when the game runs, it glitches now and then, often dropping through the landscape as it does. I have run a profiler within the game engine which tells me that the main glitches are coming from the Garbage Collector, basically the Heap memory is filling up very quickly, and once full the game pauses briefly as it empties, causing the main character to glitch through the landscape. How do I lessen this behaviour as it is making the game unplayable. I am looking for someone who has experience in this field, hopefully familiar with Unity or at least willing to become familiar with unity, as the game progresses I hope to build a relationship with this person with the aim of taking them onboard as a part-time programmer, who would be up for a cut of the final takings, whatever they may acrue to. If someone is up for this role I would give them full access to the game, which is going to take a couple of years to build, and would pay a fair percentage in accordance with how much they helped me, which can be discussed by email. Thanks for any help, I will greatly appreciate it :)
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I recommend not waiting until the memory is full to perform Garbage Collection. Â You can trigger it manually. Â Also, there are techniques you can use to create less 'garbage' and make it easier for the Garbage Collection to work. Â You should read the page found on the Unity site that discusses this:
https://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html
Hope this helps!
Ernie
https://docs.unity3d.com/Manual/UnderstandingAutomaticMemoryManagement.html
Hope this helps!
Ernie
Thankyou for the link, I'll dig in to that. I am not likely to understand it fully though so I'll probably be back :)






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Computer Games
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Computer games are video games played on a personal computer, mobile device or video game console. Their defining characteristics include a lack of any centralized controlling authority, a greater degree of user control over the video-gaming hardware and software used and a generally greater capacity in input, processing, and output.
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