Using scout to analyse garbage collection
Hi all,
My latest game is very action oriented. However, every 2 seconds (regularly as clockwork) the game will pause noticeably for a split second. Adobe Scout CC tells me this is when some major garbage collection happens. Garbage collection is taking about 600 - 650ms at that time (on iPhone5).
Question: How can i get scout to show me exactly what is being garbage collected? Which objects and/or where they were created? I have 'CPU usage', 'AS Sampler', and 'Mem Allocation Tracking' all set to ON.
Background: I am using object pooling for everything in my game loop (enemies, projectiles, powerups etc). I even use private properties for iterating loops ('i' is declared as a private property, for example) so that there is no memory allocation there - but I have obviously missed something! Just want to find out what ![]()
Any help appreciated,
Peter
