Unity uses mono which uses a clunky (at the moment, see beta scripting preview) GC that works best when no allocations/destructions are introduced during gameplay.
So why doesn’t UT provide a simple pre-generation system in editor, e.g
- Build a 1D pool of bullets/enemies/game elements and pre-allocate them to an array or list in developer selected component.
- Build a 2D array of tiles for 2D game to a tilemap.
- Build a 3D array of meshes in 3D games.
This could help developers setup scenes/levels where no allocations are needed.
I know experience developers will point to the great in Editor scripting system and hopefully inform me how to do the above, but as a noob in Editor scripting the lack of these features out of the box, given the use of a GC, seems to be an oversight on UT’s part?