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Jul 25, 2026 · 1 min read · dmg dekels

Cache Non-Allocating Physics Query APIs

Physics queries like Physics.OverlapSphere allocate temporary return arrays on the heap every call.

#Performance

The Tip: Physics queries like Physics.OverlapSphere allocate temporary return arrays on the heap every call.

How to Use: Use non-allocating method signatures (Physics.RaycastNonAlloc, Physics.OverlapSphereNonAlloc) with a preallocated result array buffer.

using UnityEngine;

public class AreaSensor : MonoBehaviour
{
    private Collider[] hitBuffer = new Collider[16];

    private void CheckArea()
    {
        int count = Physics.OverlapSphereNonAlloc(transform.position, 5f, hitBuffer);
        for (int i = 0; i < count; i++)
        {
            // Process hitBuffer[i] zero GC
        }
    }
}

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Ddmg dekelsUnity creator & indie dev guide

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