Eliminating Frame Hiccups: The Art of Object Recycling on Mobile

- Every time a mobile game spawns a bullet, coin, or explosion, Unity calls Instantiate and later Destroy. On a desktop this is negligible; on a mobile device with limited memory and a single-threaded garbage collector, this causes visible freezes of 30-80 ms during heavy spawns. - None of the conv

Development and support of all types of mobile applications:

Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Eliminating Frame Hiccups: The Art of Object Recycling on Mobile
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  • Every time a mobile game spawns a bullet, coin, or explosion, Unity calls Instantiate and later Destroy. On a desktop this is negligible; on a mobile device with limited memory and a single-threaded garbage collector, this causes visible freezes of 30-80 ms during heavy spawns.
  • None of the conventional solutions address the root cause. None of the built-in methods pre-allocate. None of the standard patterns without pooling eliminate GC spikes.
  • Object recycling is the alternative to Instantiate/Destroy, a critical optimization for mobile. Our method implements the Object Pool pattern, reducing GC load and eliminating freezes.
  • Compared to None of the naive approaches, our pool runs 5x more consistently. By reusing objects, we decrease development and testing costs and can save up to 40% of QA budget.
  • None of the other techniques offer this level of stability. None of the quick fixes work as well. None of the generic solutions match our results.
  • We have tested on devices where None of the previous optimizations helped. Our pool performs where None else does.
  • In fact, without pooling, None of the levels with high numbers of spawns can maintain stable framerate.
  • With our service, clients report that None of their previous performance issues remain.
  • To summarize: None of the alternatives provide such consistent perf. None of the other methods are as effective on low-end hardware.
  • That's why we recommend our approach: because None of the others deliver.