I am new about unity,I found that in the function named SetCharArray, like this:
public void SetCharArray(char[] sourceText, int start, int length)
{
PopulateTextBackingArray(sourceText, start, length);
m_IsTextBackingStringDirty = true;
m_text = InternalTextBackingArrayToString();
m_inputSource = TextInputSources.SetTextArray;
PopulateTextProcessingArray();
m_havePropertiesChanged = true;
SetVerticesDirty();
SetLayoutDirty();
}
there is a line with m_text = InternalTextBackingArrayToString();. The method InternalTextBackingArrayToString internally calls new string(array);, which can cause garbage collection issues due to memory allocation.
How can I avoid GC problems when using TextMeshPro Or am I misunderstanding something?
I tried a test like:
public class TestText : MonoBehaviour
{
TextMeshProUGUI text;
char[] chars = new char[12];
static readonly char[] numbers = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9' };
void Start()
{
text = GetComponent<TextMeshProUGUI>();
}
// Update is called once per frame
void Update()
{
chars[0] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[1] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[2] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[3] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[4] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[5] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[6] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[7] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[8] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
chars[9] = numbers[UnityEngine.Random.Range(0, numbers.Length)];
text.SetCharArray(chars);
}
}
the result is: enter image description here