# Reserve(int)

> Reserves memory for nodes to use. Use this to avoid memory allocation hits when you add batches of nodes.

## Definition

* **Type:** Method
* **Namespace:** [Unity.Hierarchy](/engine/6000.5/script-reference/unity/hierarchy.md)
* **Assembly:** UnityEngine.HierarchyCoreModule

```csharp
public bool Reserve(int count)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The number of nodes to reserve memory for.

### Returns

| Type                                                          | Description                                                        |
| ------------------------------------------------------------- | ------------------------------------------------------------------ |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | `true` if the command was appended to the list, `false` otherwise. |
