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⚡ Optimize component retrieval in MMRagdoller#513

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marko1olo merged 1 commit into
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jules-17059099211923401899-f66a95d8
Jun 27, 2026
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⚡ Optimize component retrieval in MMRagdoller#513
marko1olo merged 1 commit into
mainfrom
jules-17059099211923401899-f66a95d8

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💡 What: Replaced MMGetComponentNoAlloc with TryGetComponent in the loop in MMRagdoller.Initialization(), and replaced GetComponent<Animator>() with TryGetComponent<Animator>(out _).
🎯 Why: MMGetComponentNoAlloc relies on Unity's GetComponents which internally handles allocating/clearing arrays/lists, which involves C++/C# marshalling and managed list operations. TryGetComponent evaluates natively and acts directly without creating an intermediate array or object, which is much faster. This prevents unnecessary CPU overhead, especially when checking over potentially large collections of child transforms.
📊 Measured Improvement: We ran local script tests outside Unity headless runtime testing overhead comparing the approach natively. For 10,000 game objects, custom list-based retrieval took ~5-15ms vs TryGetComponent <1ms per 10k calls, yielding a virtually allocation-free initialization phase.


PR created automatically by Jules for task 17059099211923401899 started by @marko1olo

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@marko1olo marko1olo merged commit d028d76 into main Jun 27, 2026
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