Your gameplay code can look clean and still be a hidden GC machine. Event registration patterns and JSON deserialization choices quietly add per-frame garbage that turns into stutter when load rises.
You see exactly where the cost appears: delegate combine/remove work allocating in hot paths, event flows that look harmless but accumulate waste, and serialization routines that keep rebuilding data you already own.
The proof is specific: one event pattern can hit around 432 bytes of alloc and drop to roughly 176 bytes after cached action changes, while a stronger event manager approach removes recurring alloc pressure. On the data side, FromJson overwrite-style reuse can slash allocations compared with creating fresh objects every update.
Next step: profile your event registration and network deserialization path, measure GC alloc per frame, then compare cached delegates plus object-reuse deserialization against your current implementation.
CEO/Producer translation: cleaner event and data pipelines reduce hitch risk, stabilize frame pacing, and lower late-QA firefighting costs. Unlock the full Events, Delegates, and Deserialization module and harden your scripting layer before it becomes a production bottleneck.
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