I had the pleasure of creating loads of garbage while trying to decouple things with just a single, simple thing: Events. As Jackson Dunstan has shown C#-Events are heavily allocating memory and thats a unwanted pitfall in game programming. Creating 4000 objects on the fly with event allocation an...

Based on these two threads on Unity Forums and my research on my final project I just tried to get my async scripts memory footprint down to nearly zero (3 Byte per Frame?) which is impossible with Unitys Coroutines because they are generating 17 Byte per Frame with just a single yield return n...