Tier 2 Series 103

103F: The Physics Query Audit

Pilot Record
Student Profile
"A radar ping shouldn't require you to buy a new radar screen every time. But in Unity, some physics commands create a new "Array" (Screen) every single time they run. A skilled Engineer audits for Non-Allocating Queries."

The Concept: NonAlloc Methods

Standard physics queries like `OverlapSphere` create a new array of colliders every time they are called. This creates "Garbage" in memory.

* **OverlapSphere:** Creates garbage. Bad for frequent use.
* **OverlapSphereNonAlloc:** Reuses the same array. Zero garbage. Professional standard.
Red Flag Detected

The AI Trap: "The Memory Spike"

You ask the AI: "Find all enemies in an explosion radius."

// AI-Generated Code: Garbage Generator
void Update() {
    // Audit Fail: Creates a NEW array [] 60 times a second.
    Collider[] hits = Physics.OverlapSphere(pos, 5f);
}

This is "Garbage Generation." Doing this every frame causes the Garbage Collector to stutter the game frame rate.

Elite Telemetry

Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."

  • Small Batches Solving one problem at a time prevents logic drift.
  • Modular Design Localizing the "blast radius" of AI changes.
  • Tight Loops Rapid iteration with constant code review.

The Pilot's Correction

Corrective Protocol
// Corrected: Zero-Garbage
Collider[] resultsBuffer = new Collider[10]; // Reusable Screen

void Update() {
    // Writes into the existing buffer. No new memory created.
    int count = Physics.OverlapSphereNonAlloc(pos, 5f, resultsBuffer);
}
Your Pilot Command
> Capstone Mission: Audit the animation controller logic for state-machine efficiency.
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The Trigger Exam