# initialCapacity

> The number of storage slots Unity reserves up front for this component type. Set it to roughly how many elements you expect to carry this component at the same time.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.UIElements](/engine/6000.7/script-reference/unityengine/uielements.md)
* **Assembly:** UnityEngine.UIElementsModule

```csharp
public int initialCapacity
```

### Remarks

You can leave this at its default value for most components; the storage grows on demand. Reserving a larger capacity avoids resizes when you know a component is used by many elements at once, for example one per row in a large list, at the cost of reserved memory if the estimate is too high. This setting only applies to components whose fields are all unmanaged value types; components with managed fields, such as strings or object references, are stored individually and ignore it.
