⚡ Optimize GetComponent usage in GPUInstancerRuntimeData#514
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💡 What:
Replaced allocating
GetComponent<MeshFilter>()calls with non-allocatingTryGetComponent<MeshFilter>(out MeshFilter meshFilter)in multiple tight loops withinGPUInstancerRuntimeData.cs. Where possible, the resulting component is cached and reused (such as inAddRenderer) to avoid repeated dictionary lookups.🎯 Why:
Calling
GetComponentcreates GC allocations when components are missing, and invokes expensive C++/C# transition boundary overhead. Replacing this withTryGetComponentand hoisting/caching the results natively removes a significant source of stutter in large loops processing mesh renderers.📊 Measured Improvement:
Due to test framework limitations in this environment context (
libhostpolicy.somissing for standalone C# benchmark builds, and exclusion of editor tests in the terminaldotnet testrunner), I could not execute a terminal benchmark. However, Unity profiling historically shows thatGetComponent<T>()causes noticeable performance penalties due to GC allocations (when missing) and native-boundary transitions when compared to C# 7TryGetComponentcached usages, especially when iterating over thousands of GameObjects in rendering pathways.PR created automatically by Jules for task 12848943296384888927 started by @marko1olo