⚡ Optimize GetComponent to TryGetComponent in GPUInstancerPrefabManager#511
⚡ Optimize GetComponent to TryGetComponent in GPUInstancerPrefabManager#511marko1olo wants to merge 1 commit into
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💡 What:
Replaced multiple
GetComponentcalls inside theSetRenderersEnabledmethod withTryGetComponentto fetchLODGroupandRigidbodycomponents.🎯 Why:
The
GetComponentmethod creates unnecessary garbage collection allocations and C++/C# boundary overhead when a component does not exist. SinceTryGetComponentevaluates in C++ and safely returns false without allocating a C# stub, replacing these inside frequently called rendering blocks significantly optimizes instance processing paths.📊 Measured Improvement:
Because the solution structure lacks local console runner testing compatibility and Unity tests are filtered out of the explicit CLI runner, standard .NET benchmarks could not directly measure the Unity boundary improvement programmatically in this environment. However, documentation indicates this reliably improves single-component checking overhead by avoiding allocating null wrapper objects, improving runtime CPU and GC times.
PR created automatically by Jules for task 3244040335269934407 started by @marko1olo