Use allocators to control unmanaged memory
Use allocators to control unmanaged memory in Unity Collections.
Read time 1 minuteLast updated 6 days ago
The APIs allocate collections from unmanaged memory, which means they're not managed by the garbage collector. You're responsible for deallocating any unmanaged memory that you don't need. Failing to deallocate large or multiple allocations can waste a lot of memory, which can slow down or crash your application.
Unity.CollectionsTopic | Description |
|---|---|
| Introduction to allocators | Understand how to use an allocator to manage unmanaged memory. |
| Aliasing allocators | Create aliases, which share memory allocations with another collection. |
| Rewindable allocator | Understand rewindable allocators, which can pre-allocate memory. |
| Define a custom allocator | Understand custom allocators, which you can create for specific memory allocation needs. |
| Create and use a custom allocator | Create and use a custom allocator. |
| Performance reference | Understand allocator and container comparative performance with benchmark data. |