In this video, we explore how to build a custom memory arena in Unity using unsafe code and manual heap allocation. You’ll learn how to allocate raw memory for temporary graph-like structures—such as crafting trees or decision planners—without triggering the garbage collector. We’ll walk through the concept of stack frames, translate that to heap-based arena allocation, and implement a fast, disposable system that gives you full control over memory layout and lifetime. Perfect for performance-critical systems where GC spikes aren’t acceptable.
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▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬
0:00 Memory Arena
6:00 Simulator
8:38 Using the Arena
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