Our website uses cookies to enhance your browsing experience.
Accept
to the top
close form

Fill out the form in 2 simple steps below:

Your contact information:

Step 1
Congratulations! This is your promo code!

Desired license type:

Step 2
Team license
Enterprise license
** By clicking this button you agree to our Privacy Policy statement
close form
Request our prices
New License
License Renewal
--Select currency--
USD
EUR
* By clicking this button you agree to our Privacy Policy statement

close form
Free PVS‑Studio license for Microsoft MVP specialists
* By clicking this button you agree to our Privacy Policy statement

close form
To get the licence for your open-source project, please fill out this form
* By clicking this button you agree to our Privacy Policy statement

close form
I am interested to try it on the platforms:
* By clicking this button you agree to our Privacy Policy statement

close form
check circle
Message submitted.

Your message has been sent. We will email you at


If you do not see the email in your inbox, please check if it is filtered to one of the following folders:

  • Promotion
  • Updates
  • Spam

Webinar: Evaluation - 05.12

>
>
>
V4007. Unity Engine. Avoid creating and…
menu mobile close menu
Analyzer diagnostics
General Analysis (C++)
General Analysis (C#)
General Analysis (Java)
Micro-Optimizations (C++)
Diagnosis of 64-bit errors (Viva64, C++)
Customer specific requests (C++)
MISRA errors
AUTOSAR errors
OWASP errors (C++)
OWASP errors (C#)
Problems related to code analyzer
Additional information
toggle menu Contents

V4007. Unity Engine. Avoid creating and destroying UnityEngine objects in performance-sensitive context. Consider activating and deactivating them instead.

Nov 25 2024

The analyzer has detected that a Unity object is created in a frequently executed method.

Regular creation/destruction of game objects can load the CPU and lead to more frequent garbage collector calls. It negatively affects the program performance.

Look at the synthetic example:

CustomObject _instance;

void Update()
{
  if (....)
  {
     CreateCustomObject();
     ....
  }
  else if (....)
  {
    ....
    Destroy(_instance.gameObject); // <=
  }
}

void CreateCustomObject()
{
  var go = new GameObject();       // <=
  _instance = go.AddComponent<CustomObject>();
  ....
}

Here, some '_instance' game object is created and destroyed in the 'Update' method. Since 'Update' is executed every time the frames are updated, it is recommended to avoid such operations.

To optimize the code, initialize '_instance' once, for example in the 'Start' method. Then use the '_instance.gameObject.SetActive' method in the 'Update' method to activate/deactivate the object instead of creating/destroying it.

The implementation example:

CustomObject _instance;

void Start()
{
   CreateCustomObject();
   _instance.gameObject.SetActive(false);
   ....
}

void Update()
{
  if (....)
  {
    ....
    _instance.gameObject.SetActive(true);
  }
  else if (....)
  {
    ....
    _instance.gameObject.SetActive(false);
  }
}

void CreateCustomObject()
{
  var go = new GameObject();       
  _instance = go.AddComponent<CustomObject>();
  ....
}

The same optimization applies to the 'MonoBehaviour' components. In this case, use the 'enabled' component property to activate/deactivate them.

Often, many temporary objects, like projectiles, need to be created/destroyed. These scenarios can also be optimized by replacing the above operations with 'activate/deactivate' operations within object pools. For such cases, Unity provides a built-in set of versatile object pools located within the 'UnityEngine.Pool' namespace, such as 'ObjectPool<T>'. For further information on how to use the class, refer to the Unity website here or here.