If your frame time keeps spiking for "no reason," you are probably paying silent GC debt. The class-vs-struct myth and careless string handling can push you into a frame-time cliff long before you notice it in gameplay.
You get the reality check most teams miss: value vs reference semantics are not just theory, and blindly copying big structs can hurt as much as heap pressure from classes. The point is not dogma, it is understanding exactly where your bottleneck is created.
The evidence is blunt in the string tests: naive concatenation can allocate around 412 bytes per frame, interpolation drops that, while better patterns and ZString-style flows cut far more allocation overhead. You also see where boxing and temporary strings sneak in when hot UI text updates every frame.
Next step: profile one hot text path, measure GC alloc per frame, and compare your current concatenation against a lower-allocation approach before touching broader architecture. Then audit struct usage where copies are happening in tight loops.
CEO/Producer translation: fewer hidden allocations means fewer stutters, fewer emergency rewrites, and less schedule risk in late production. Unlock the full Class vs Struct and String Allocation module and stop paying invisible memory taxes every frame.
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