Uobject Max Count Reached On GC

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Introduction

In this article, we will delve into the issue of Uobject Max Count being reached on the Garbage Collector (GC) in a Unity package. This problem arises when the package crashes within 2-3 minutes of running due to an excessive creation of objects, specifically UArcGISSpatialReference. We will explore the root cause of this issue, analyze the impact on the GC, and discuss potential solutions to mitigate this problem.

Understanding the Issue

The primary cause of this issue is the creation of multiple UArcGISSpatialReference objects for the same component instead of updating the existing one. This leads to a heavy load on the GC, which cannot keep up with the rapid creation of objects. The object pool max limit is reached within a few minutes, resulting in a crash.

StreamLayer Level Analysis

The issue is particularly evident in the StreamLayer level. When this level is run, the number of objects created is extremely high due to the presence of multiple UArcGISLocationComponents. This rapid growth in object creation leads to the object pool max limit being reached quickly, resulting in a crash.

Normal Levels Analysis

In normal levels, the issue remains the same, but the growth in object creation is not as rapid. As a result, the object pool max limit is not reached immediately, and the package may not crash unless it is left running for an extended period.

Attempted Solution

One potential solution to this issue is to cache the UArcGISSpatialReference objects in a map and reuse them when necessary. However, this approach failed due to the map entries becoming invalid, resulting in a crash when trying to access the GetHandle() function.

Image Analysis

The following images provide visual evidence of the issue:

  • Image 1: The first image shows the crash report, indicating that the object pool max limit has been reached.
  • Image 2: The second image highlights the rapid growth in object creation in the StreamLayer level, with a red outline indicating the number of objects being created.
  • Image 3: The third image shows the sample project with the StreamLayer level as the main game level.
  • Image 4: The fourth image includes a try to fix the issue by caching the UArcGISSpatialReference objects in a map, but it failed due to map entries becoming invalid.

Conclusion

In conclusion, the Uobject Max Count being reached on the GC in a Unity package is a critical issue that requires immediate attention. The root cause of this issue is the creation of multiple UArcGISSpatialReference objects for the same component instead of updating the existing one. This leads to a heavy load on the GC, resulting in a crash. Potential solutions, such as caching objects in a map, have failed due to map entries becoming invalid. Further analysis and testing are required to identify a viable solution to this issue.

Recommendations

Based on the analysis, the following recommendations are made:

  • Optimize object creation: Reduce the number of objects created in the StreamLayer level by optimizing the UArcGISLocationComponents.
  • Implement object pooling: Implement an object pooling mechanism to reuse existing objects instead of creating new ones.
  • Monitor GC performance: Continuously monitor the GC performance to identify potential issues and optimize the package accordingly.

Q: What is the Uobject Max Count issue?

A: The Uobject Max Count issue occurs when the Garbage Collector (GC) in a Unity package reaches its maximum limit of objects, resulting in a crash. This issue is caused by the rapid creation of objects, specifically UArcGISSpatialReference, which leads to a heavy load on the GC.

Q: What are the symptoms of the Uobject Max Count issue?

A: The symptoms of the Uobject Max Count issue include:

  • The package crashes within 2-3 minutes of running
  • The GC is unable to keep up with the rapid creation of objects
  • The object pool max limit is reached quickly, resulting in a crash

Q: What are the causes of the Uobject Max Count issue?

A: The causes of the Uobject Max Count issue include:

  • Creating multiple UArcGISSpatialReference objects for the same component instead of updating the existing one
  • Optimizing object creation in the StreamLayer level
  • Implementing object pooling to reuse existing objects instead of creating new ones

Q: How can I identify if I have the Uobject Max Count issue?

A: To identify if you have the Uobject Max Count issue, follow these steps:

  1. Run your package and observe if it crashes within 2-3 minutes
  2. Check the GC performance to see if it is unable to keep up with the rapid creation of objects
  3. Analyze the object pool max limit to see if it is being reached quickly

Q: What are the potential solutions to the Uobject Max Count issue?

A: The potential solutions to the Uobject Max Count issue include:

  • Optimizing object creation in the StreamLayer level
  • Implementing object pooling to reuse existing objects instead of creating new ones
  • Caching objects in a map to reduce the number of objects created

Q: What are the benefits of implementing object pooling?

A: The benefits of implementing object pooling include:

  • Reducing the number of objects created, which leads to a decrease in GC overhead
  • Improving performance by reusing existing objects instead of creating new ones
  • Reducing the risk of the Uobject Max Count issue

Q: How can I implement object pooling in my package?

A: To implement object pooling in your package, follow these steps:

  1. Identify the objects that are being created rapidly and are causing the Uobject Max Count issue
  2. Create a pool of objects that can be reused instead of creating new ones
  3. Implement a mechanism to return objects to the pool when they are no longer needed

Q: What are the best practices for optimizing object creation?

A: The best practices for optimizing object creation include:

  • Reducing the number of objects created by reusing existing ones
  • Implementing object pooling to reduce the number of objects created
  • Optimizing the StreamLayer level to reduce the number of objects created

Q: How can I monitor GC performance in my package?

A: To monitor GC performance in your package, follow these steps:

  1. Use the Unity Profiler to analyze the GC performance
  2. Set up a mechanism to collect GC performance data
  3. Analyze the data to identify potential issues and optimize the package accordingly