Ok, it did it way after the time (and the frame rate started to drop progressively instead of suddenly) and now the average between the frame is like doubled:
2021-01-21 20:33:53.000 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5303(238KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 423us total 37.782ms
2021-01-21 20:33:53.318 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_UP(1)
2021-01-21 20:33:53.730 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5286(240KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 275us total 35.383ms
2021-01-21 20:33:53.891 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_DOWN(1)
2021-01-21 20:33:54.447 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5382(240KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 442us total 30.867ms
2021-01-21 20:33:54.933 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_UP(1)
2021-01-21 20:33:55.183 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5232(224KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 273us total 33.101ms
2021-01-21 20:33:55.301 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_DOWN(1)
2021-01-21 20:33:55.943 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5473(240KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 424us total 36.754ms
2021-01-21 20:33:56.251 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_UP(1)
2021-01-21 20:33:56.646 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_DOWN(1)
2021-01-21 20:33:56.681 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5311(240KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 274us total 33.735ms
2021-01-21 20:33:57.414 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5389(240KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1784KB/13MB, paused 309us total 39.193ms
2021-01-21 20:33:58.118 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5221(208KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 360us total 37.129ms
2021-01-21 20:33:58.424 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_UP(1)
2021-01-21 20:33:58.800 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5210(224KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 317us total 34.455ms
2021-01-21 20:33:59.586 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5057(208KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 493us total 35.345ms
2021-01-21 20:34:00.258 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_DOWN(1)
2021-01-21 20:34:00.308 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 4998(208KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1816KB/13MB, paused 449us total 34.413ms
2021-01-21 20:34:01.022 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5435(240KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 295us total 35.779ms
2021-01-21 20:34:01.698 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5108(208KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 254us total 31.279ms
2021-01-21 20:34:01.891 32646 32646 Info ViewRootImpl ViewRoot’s Touch Event : ACTION_POINTER_UP(1)
2021-01-21 20:34:02.439 32646 32665 Info ctive.LaserBal Explicit concurrent copying GC freed 5167(224KB) AllocSpace objects, 1(20KB) LOS objects, 87% free, 1800KB/13MB, paused 337us total 34.766ms
still say that it is 87%free and the native heap still was the same though … Every game object in the scene is pooled. Part of the code is not 100% GC collect free for the primitive and certain object (like I instantiate new waitforseconds in some routine), but that’s it. From the start, I made sure that every game object in the game is pooled, from resources already available in the scene (I don’t even use Instantiate).