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There is as many m_calls as there is objects that require the call. We dont try and do any additional processing to consolidate calls as if there is any variation what so ever separating them at a later point would not be trivial. There should be no micro-freezes noticeable as these calls are also generated at the time of object instantiation and in comparison to the rest of object creation is a minimal time.
Reproduction steps:
1. Open the attached project “IN-3528.zip”
2. Start Play Mode
3. Click Window > Analysis > Memory profiler
4. Take a Snapshot and after 30 seconds or more take another Snapshot
5. In the Memory Profiler window, select Compare Snapshot
6. Click the first Snapshot, and then the second Snapshot
7. Click “Objects and Allocations”
8. Click Diff filter, and then click Group
9. Click Type filter, and then click Group
10. Click Size and then click “Sort Descending”
11. Click the “Deleted in B” dropdown
12. Find “Systems.Collections.Generic.List<UnityEngine.Events.BaseInvokableCall>”
Expected result: UnityEventBase creates only the needed amount of m_Calls.
Actual result: UnityEventBase creates a lot of m_Calls.
Reproducible with: 2021.3.6f1, 2022.1.8f1, 2022.2.0b1
Couldn't test with: 2020.3.36f1 (package errors), 2023.1.0a3 (Memory profiler doesn’t display any references)
Reproducible on: Windows Pro 21H2
Note: If you can’t find “Systems.Collections.Generic.List<UnityEngine.Events.BaseInvokableCall>” or there is a really low number of the “Referenced by”, try searching for it in the “Same” or “New in B” dropdown.
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