Stop Unity GC Spikes with Native Collections + Burst @git-amend
Stop Unity GC Spikes with Native Collections + Burst  @git-amend
Uploaded May 2026 | Updated September 2026, 1 hour ago
Unity performance: we take a real-world hotspot using LINQ and per-call allocations and break down why it can become a bottleneck in gameplay loops. Starting from a managed baseline, we build a simple benchmark to measure both runtime and GC allocations, then refactor the same logic using Native Collections and Burst. By comparing both approaches side by side, you’ll see how reducing allocations and moving data to native containers can significantly improve performance—and when it’s actually worth making that change.

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▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬

0:00 Problem Code
1:33 Native Collections Benchmarking
8:25 Test and Improvements

More Useful Code:
github.com/adammyhre?tab=repositories
Unity Utility Library: github.com/adammyhre/Unity-Utils
Lock Inspector Hotkey: gist.github.com/adammyhre/4754f731a93bf1cab0d1385ccfa23642

More Useful Code:
github.com/adammyhre?tab=repositories
Unity Utility Library: github.com/adammyhre/Unity-Utils
Lock Inspector Hotkey: gist.github.com/adammyhre/4754f731a93bf1cab0d1385ccfa23642

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Stop Unity GC Spikes with Native Collections + Burst

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