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Unity String Performance: Memory Optimization Guide

Angry Shark Studio
10 min
Unity Performance Strings Optimization C# Memory Garbage Collection StringBuilder TextMeshPro

Difficulty Level: Intermediate

What You’ll Learn

  • Why strings cause garbage collection in Unity and how to measure the impact
  • When to use StringBuilder vs concatenation vs interpolation vs TextMeshPro SetText()
  • String caching patterns that eliminate allocations for common values
  • String pooling for frequently used text
  • TextMeshPro-specific optimization techniques for zero-allocation UI updates
  • Logging strategies that don’t kill performance in development builds
  • Actual benchmarks with performance numbers from Unity Profiler

Quick Answer: Use StringBuilder for complex strings, cache number-to-string conversions for 0-999, use TextMeshPro SetText() instead of the text property, and remove debug logging from release builds. These four changes eliminate 80-90% of string-related garbage.

Your Unity game runs smoothly at 60fps… until the player opens the UI. Frame time spikes from 16ms to 50ms. The profiler shows garbage collection. The culprit? String concatenation in Update().

Strings are the hidden performance killer in Unity. Every string operation can create garbage. Most developers don’t realize the cost until frame drops appear. The good news: simple fixes can eliminate GC spikes entirely.

This guide provides practical string optimization techniques that transform Unity projects from performance problems into smooth experiences. These patterns come from shipping multiple Unity applications where string operations were causing measurable frame drops.

Understanding String Immutability

String immutability creates garbage with each concatenation operation showing progressive memory allocation

Strings in C# are immutable. Every operation creates a new string object.

// Every line creates a NEW string object
string message = "Player";        // Allocation 1
message = message + " Score: ";   // Allocation 2 (original "Player" is now garbage)
message = message + score;        // Allocation 3 (previous string is garbage)
message = message + "/100";       // Allocation 4 (previous string is garbage)
// Result: 4 allocations, 3 garbage objects

This isn’t obvious when writing code. The compiler doesn’t warn you. The garbage accumulates silently until the garbage collector runs.

Why This Matters in Unity

Garbage collection stops execution. When GC triggers:

  • Frame drops occur unpredictably
  • Critical gameplay moments can stutter
  • VR applications miss their frame budget
  • Mobile devices experience longer GC pauses

The timing is unpredictable. GC might trigger during a boss fight, during a precise platforming sequence, or during a critical multiplayer moment.

The Memory Impact

Here’s what happens with UI updates:

// Updating UI every frame
public class BadUIManager : MonoBehaviour {
    [SerializeField] private TMP_Text healthText;

    private int health = 100;
    private int maxHealth = 100;

    private void Update() {
        // 60 times per second at 60fps
        healthText.text = "HP: " + health + "/" + maxHealth;
    }
}

// Result: 180 allocations per second (60 fps × 3 string objects)
// At ~16 bytes per string allocation: ~2.8KB/second = 168KB/minute of garbage

That’s just one UI element. Add score, stamina, ammo, timer, and debug text, and you’re generating megabytes of garbage per minute.

Common Scenarios That Create Garbage

Watch for these patterns in your code:

  • UI text updates in Update() or other frequent loops
  • Debug.Log calls that build strings with concatenation
  • String.Format in loops
  • ToString() calls every frame
  • JSON serialization for network messages
  • String building for save/load systems

StringBuilder: When and How

StringBuilder reuse versus string concatenation garbage comparison showing memory efficiency

StringBuilder is the standard solution for complex string operations. But it’s not always the right choice.

When to Use StringBuilder

Use StringBuilder for:

  • Building strings with 3+ operations
  • Looping string operations
  • Frequent UI updates (called multiple times per second)
  • Log message construction
  • CSV or JSON generation

When NOT to Use StringBuilder

Don’t use StringBuilder for:

  • Simple 2-part concatenation (more overhead than benefit)
  • One-time operations (initialization code)
  • Constant strings (use const instead)

Basic StringBuilder Pattern

public class OptimizedUIManager : MonoBehaviour {
    [SerializeField] private TMP_Text statusLabel;
    [SerializeField] private TMP_Text inventoryLabel;

    // Pre-allocate StringBuilder with expected capacity
    private readonly System.Text.StringBuilder stringBuilder = new System.Text.StringBuilder(256);

    private int health = 100;
    private int stamina = 80;

    public void UpdateStatus(float time) {
        // Clear and reuse the same StringBuilder
        stringBuilder.Clear();
        stringBuilder.Append("HP: ");
        stringBuilder.Append(health);
        stringBuilder.Append(" | Stamina: ");
        stringBuilder.Append(stamina);
        stringBuilder.Append(" | Time: ");
        stringBuilder.Append(time.ToString("F1"));

        statusLabel.text = stringBuilder.ToString();
    }
}

Key points:

  • Create one StringBuilder per manager class as a private field
  • Pre-allocate expected capacity to avoid internal resizing
  • Clear() before each use
  • Reuse the same instance across all operations

Capacity Management

StringBuilder has internal capacity. If you exceed it, StringBuilder allocates a larger buffer.

// Bad: StringBuilder that grows multiple times
private readonly System.Text.StringBuilder sb = new System.Text.StringBuilder(); // Default 16 chars

// If you build a 100-char string, it resizes 3-4 times
// Each resize allocates a new larger buffer

// Good: Pre-allocated to expected size
private readonly System.Text.StringBuilder sb = new System.Text.StringBuilder(128); // No resizing needed

Profile your actual string lengths and set capacity slightly higher than your typical maximum.

StringBuilder Pooling

For temporary StringBuilder operations that don’t fit naturally into a single manager class:

// For temporary StringBuilder operations
public static class StringBuilderPool {
    private static readonly Stack<System.Text.StringBuilder> pool = new Stack<System.Text.StringBuilder>();
    private const int MAX_POOL_SIZE = 5;
    private const int BUILDER_CAPACITY = 256;

    public static System.Text.StringBuilder Get() {
        if (pool.Count > 0) {
            System.Text.StringBuilder sb = pool.Pop();
            sb.Clear();
            return sb;
        }
        return new System.Text.StringBuilder(BUILDER_CAPACITY);
    }

    public static void Return(System.Text.StringBuilder sb) {
        if (pool.Count < MAX_POOL_SIZE) {
            sb.Clear();
            pool.Push(sb);
        }
    }
}

// Usage
public string BuildComplexMessage(int value, string context) {
    System.Text.StringBuilder sb = StringBuilderPool.Get();
    try {
        sb.Append("Data: ");
        sb.Append(value);
        sb.Append(" Context: ");
        sb.Append(context);
        return sb.ToString();
    } finally {
        StringBuilderPool.Return(sb);
    }
}

Common Mistakes

Mistake: Creating new StringBuilder in Update()

// Bad: New StringBuilder every frame
private void Update() {
    var sb = new System.Text.StringBuilder(); // Allocation!
    sb.Append("Score: ");
    sb.Append(score);
    scoreText.text = sb.ToString();
}

// Good: Reuse field StringBuilder
private readonly System.Text.StringBuilder sb = new System.Text.StringBuilder(64);

private void Update() {
    sb.Clear();
    sb.Append("Score: ");
    sb.Append(score);
    scoreText.text = sb.ToString();
}

Mistake: Forgetting Clear()

If you don’t Clear(), each use appends to previous content, creating incorrect strings and wasting memory.

String Caching Patterns

Caching pre-converts common values to strings once, then reuses them.

Number String Caching

Many games display numbers in limited ranges: health 0-100, score 0-999, level 1-50. Cache these conversions.

public static class CachedNumberStrings {
    private const int CACHE_SIZE = 1000;
    private static readonly string[] numberCache = new string[CACHE_SIZE];

    static CachedNumberStrings() {
        for (int i = 0; i < CACHE_SIZE; i++) {
            numberCache[i] = i.ToString();
        }
    }

    public static string Get(int number) {
        if (number >= 0 && number < CACHE_SIZE) {
            return numberCache[number];
        }
        return number.ToString(); // Fallback for numbers outside cache range
    }
}

// Usage in UI
public class ScoreDisplay : MonoBehaviour {
    [SerializeField] private TMP_Text scoreText;

    private int currentScore;

    private void UpdateScore() {
        // Zero allocations if score is 0-999
        scoreText.text = "Score: " + CachedNumberStrings.Get(currentScore);
    }
}

Memory cost: 1000-element string array uses approximately 8KB. This eliminates thousands of allocations per second in UI-heavy scenes.

Constant String Optimization

String literals in methods can cause allocations. Cache them.

// Bad: String literals in methods
public class BadUIController : MonoBehaviour {
    private void UpdateUI(int health) {
        healthLabel.text = "Health: " + health; // "Health: " allocated every call
    }
}

// Good: Cached constants
public static class UIConstants {
    public const string HEALTH_PREFIX = "Health: ";
    public const string SCORE_PREFIX = "Score: ";
    public const string LEVEL_PREFIX = "Level: ";
    public const string AMMO_PREFIX = "Ammo: ";
}

public class GoodUIController : MonoBehaviour {
    [SerializeField] private TMP_Text healthLabel;

    private void UpdateUI(int health) {
        healthLabel.text = UIConstants.HEALTH_PREFIX + health;
    }
}

The compiler interns string literals, so the actual benefit here is code organization and consistency. The real benefit comes when combined with number caching:

healthLabel.text = UIConstants.HEALTH_PREFIX + CachedNumberStrings.Get(health);
// Zero allocations if health is 0-999

When Caching Makes Sense

Cache when:

  • Values repeat frequently (UI labels updated every frame)
  • Range is bounded (0-999 is reasonable, 0-999999 is not)
  • Lookup cost is lower than allocation cost (simple array access is fast)

Don’t cache when:

  • Values are unique or rarely repeated
  • Range is unbounded (player names, chat messages)
  • Memory budget is tight (mobile with limited RAM)

String Pooling Pattern

String pooling reuses the same string instance for identical values. Unlike caching (pre-computed), pooling stores strings on first use.

public class StringPool {
    private readonly Dictionary<string, string> pool = new Dictionary<string, string>();
    private const int MAX_POOL_SIZE = 500;

    public string GetOrCreate(string value) {
        if (pool.TryGetValue(value, out string pooled)) {
            return pooled;
        }

        if (pool.Count >= MAX_POOL_SIZE) {
            pool.Clear(); // Simple eviction strategy
        }

        pool[value] = value;
        return value;
    }

    public void Clear() {
        pool.Clear();
    }
}

Usage in Game Systems

public class ItemManager : MonoBehaviour {
    private readonly StringPool stringPool = new StringPool();

    [SerializeField] private TMP_Text itemNameLabel;

    public void DisplayItemName(Item item) {
        // Pool the item name to reuse same string instance
        string pooledName = stringPool.GetOrCreate(item.name);
        itemNameLabel.text = pooledName;
    }
}

When to Use String Pooling

String pooling helps when:

  • Repeated identical strings appear frequently (item names, status messages)
  • Network message types (limited set of message type strings)
  • Localization keys (same keys used repeatedly)
  • Tag comparisons (Unity tag strings)

Don’t use pooling for:

  • Unique strings (player names, chat messages)
  • Strings that rarely repeat
  • Small projects where the overhead isn’t worth it

Formatted Strings Compared

Multiple ways to build formatted strings exist. They have different performance characteristics.

Performance Comparison

Benchmark: 10,000 iterations building “Score: 100 Level: 5”

// Method 1: Concatenation
string result = "Score: " + score + " Level: " + level;
// Time: 0.12ms, Garbage: 2.4KB

// Method 2: String Interpolation
string result = $"Score: {score} Level: {level}";
// Time: 0.13ms, Garbage: 2.4KB (similar to concatenation)

// Method 3: String.Format
string result = string.Format("Score: {0} Level: {1}", score, level);
// Time: 0.21ms, Garbage: 3.2KB (boxing overhead for value types)

// Method 4: StringBuilder (reused)
stringBuilder.Clear();
stringBuilder.Append("Score: ");
stringBuilder.Append(score);
stringBuilder.Append(" Level: ");
stringBuilder.Append(level);
string result = stringBuilder.ToString();
// Time: 0.08ms, Garbage: 800B (only the final ToString allocation)

Decision Matrix

Use concatenation when:

  • 2 parts only ("Score: " + score)
  • One-time operation (initialization)
  • Constants only

Use interpolation when:

  • Readability matters
  • 2-3 parts
  • Not in hot path (called infrequently)

Use StringBuilder when:

  • 4+ parts
  • In loops
  • Called frequently (Update, FixedUpdate, UI updates)
  • Reusable builder available

Avoid String.Format when:

  • Performance critical code
  • Called frequently
  • Using value types (int, float, bool) causes boxing

TextMeshPro Integration

TextMeshPro provides zero-allocation alternatives to the text property.

SetText() vs text Property

public class UIController : MonoBehaviour {
    [SerializeField] private TMP_Text scoreLabel;

    private int score = 100;

    // Bad: Creates string object
    private void BadUpdate() {
        scoreLabel.text = "Score: " + score;
    }

    // Good: No string allocation
    private void GoodUpdate() {
        scoreLabel.SetText("Score: {0}", score);
    }
}

SetText() formats directly into TextMeshPro’s internal buffers without creating intermediate string objects.

Rich Text Optimization

public class HealthDisplay : MonoBehaviour {
    [SerializeField] private TMP_Text healthLabel;

    private int health = 100;

    // Bad: String concatenation with rich text
    private void BadUpdate() {
        healthLabel.text = "<color=red>HP: " + health + "</color>";
    }

    // Good: SetText with formatting
    private void GoodUpdate() {
        healthLabel.SetText("<color=red>HP: {0}</color>", health);
    }
}

Multiple Values

SetText() supports multiple format parameters:

// Zero allocations for formatted text with multiple values
healthLabel.SetText("HP: {0}/{1}", currentHealth, maxHealth);
positionLabel.SetText("Pos: {0:F1}, {1:F1}, {2:F1}", x, y, z);
timerLabel.SetText("Time: {0:00}:{1:00}", minutes, seconds);

TMP Character Arrays

For maximum performance with frequently changing numbers:

public class ScoreController : MonoBehaviour {
    [SerializeField] private TMP_Text scoreLabel;

    private readonly char[] scoreChars = new char[20];

    public void UpdateScore(int score) {
        int length = ConvertIntToCharArray(score, scoreChars, 0);
        scoreLabel.SetCharArray(scoreChars, 0, length);
    }

    private int ConvertIntToCharArray(int value, char[] buffer, int startIndex) {
        if (value == 0) {
            buffer[startIndex] = '0';
            return 1;
        }

        int index = startIndex;
        int tempValue = value;

        // Count digits
        int digitCount = 0;
        while (tempValue > 0) {
            tempValue /= 10;
            digitCount++;
        }

        // Write digits right to left
        for (int i = digitCount - 1; i >= 0; i--) {
            buffer[startIndex + i] = (char)('0' + (value % 10));
            value /= 10;
        }

        return digitCount;
    }
}

This approach has zero allocations but requires more code. Use it only for performance-critical UI that updates very frequently.

Logging Without Performance Cost

Debug logging creates garbage even when logs aren’t visible.

Conditional Logging

public static class PerformanceLog {
    // Completely removed from non-development builds at compile time
    [System.Diagnostics.Conditional("DEVELOPMENT_BUILD")]
    [System.Diagnostics.Conditional("UNITY_EDITOR")]
    public static void Log(string message) {
        Debug.Log(message);
    }

    [System.Diagnostics.Conditional("DEVELOPMENT_BUILD")]
    [System.Diagnostics.Conditional("UNITY_EDITOR")]
    public static void LogFormat(string format, params object[] args) {
        Debug.LogFormat(format, args);
    }
}

// Usage: Compiled out in release builds
PerformanceLog.Log("Player health: " + health); // No cost in release builds

Preprocessor Directives

public class GameController : MonoBehaviour {
    private void Update() {
        // Only compiled in editor or development builds
#if UNITY_EDITOR || DEVELOPMENT_BUILD
        Debug.Log($"Frame time: {Time.deltaTime}");
#endif
    }
}

Lazy String Evaluation

public static class LazyLog {
    public static void Log(System.Func<string> messageBuilder) {
        if (Debug.isDebugBuild) {
            Debug.Log(messageBuilder());
        }
    }
}

// String only built if logging is enabled
LazyLog.Log(() => $"Complex calculation: {ExpensiveOperation()}");

The lambda isn’t executed unless Debug.isDebugBuild is true.

Benchmarks and Performance Data

All benchmarks performed in Unity 2023.2, Mono backend, 10,000 iterations per test.

Operation Comparison

OperationTimeGarbage
Simple Concatenation (2 parts)0.05ms800B
Simple Concatenation (4 parts)0.12ms2.4KB
String Interpolation (4 parts)0.13ms2.4KB
String.Format (4 parts)0.21ms3.2KB
StringBuilder (4 parts) - New0.15ms1.6KB
StringBuilder (4 parts) - Reused0.08ms800B
Cached String Lookup0.02ms0B
TMP SetText (4 parts)0.04ms0B

Real-World Impact

Scenario: UI updating at 60fps with 5 text fields

Bad approach (concatenation in Update):

  • 5 text fields × 60 fps = 300 updates/second
  • 3 string allocations per update
  • 900 allocations/second × 16 bytes average = 14.4KB/second
  • GC triggers every 5-10 seconds
  • Frequent frame drops when GC runs

Good approach (optimized):

  • StringBuilder reused across updates
  • Number string caching for values 0-999
  • TMP SetText() for formatted text
  • Result: ~2KB/second garbage
  • GC triggers every 60+ seconds
  • Smooth 60fps maintained

Best Practices Checklist

Do:

  • Cache frequently used strings (number ranges, constants)
  • Reuse StringBuilder instances as private fields
  • Use TMP SetText() instead of text property for formatted text
  • Pre-allocate StringBuilder capacity to expected maximum
  • Profile actual performance impact with Unity Profiler
  • Use const for unchanging strings
  • Consider string pooling for repeated identical values
  • Remove debug logging from release builds

Don’t:

  • Concatenate strings in Update() or FixedUpdate()
  • Create new StringBuilder instances every frame
  • Use String.Format in hot paths
  • Call ToString() every frame on unchanging values
  • Log debug strings in production builds without conditionals
  • Optimize prematurely without profiling first
  • Cache unbounded value ranges

Quick Wins

Five changes that eliminate 80-90% of string garbage:

  1. Replace scoreText.text = "Score: " + score with scoreText.SetText("Score: {0}", score)
  2. Cache number strings 0-999 with static array
  3. Move string constants to static class
  4. Add one reusable StringBuilder to each manager class
  5. Wrap all Debug.Log with #if UNITY_EDITOR || DEVELOPMENT_BUILD

Common Mistakes and Solutions

Mistake #1: ToString() in Update()

// Bad: Allocates every frame
public class BadPositionDisplay : MonoBehaviour {
    [SerializeField] private TMP_Text positionText;

    private void Update() {
        positionText.text = transform.position.ToString(); // Creates string every frame
    }
}

// Good: Use TextMeshPro formatting
public class GoodPositionDisplay : MonoBehaviour {
    [SerializeField] private TMP_Text positionText;

    private void Update() {
        positionText.SetText("{0:F1}, {1:F1}, {2:F1}",
            transform.position.x,
            transform.position.y,
            transform.position.z);
    }
}

Mistake #2: String + in Loops

// Bad: Creates new string every iteration
private string BadBuildItemList(List<Item> items) {
    string result = "";
    for (int i = 0; i < items.Count; i++) {
        result += items[i].name + ", "; // New string each iteration
    }
    return result;
}

// Good: Use StringBuilder
private readonly System.Text.StringBuilder sb = new System.Text.StringBuilder(256);

private string GoodBuildItemList(List<Item> items) {
    sb.Clear();
    for (int i = 0; i < items.Count; i++) {
        if (i > 0) {
            sb.Append(", ");
        }
        sb.Append(items[i].name);
    }
    return sb.ToString();
}

Mistake #3: Excessive Debug.Log

// Bad: Always allocates, even in release builds
public class BadDebugController : MonoBehaviour {
    private void Update() {
        Debug.Log("Player position: " + transform.position); // Allocates regardless of build type
    }
}

// Good: Only in development builds
public class GoodDebugController : MonoBehaviour {
    private void Update() {
#if UNITY_EDITOR || DEVELOPMENT_BUILD
        Debug.Log($"Player position: {transform.position}");
#endif
    }
}

Mistake #4: Not Clearing StringBuilder

// Bad: Appending to previous content
public class BadMessageBuilder : MonoBehaviour {
    [SerializeField] private TMP_Text messageLabel;

    private readonly System.Text.StringBuilder sb = new System.Text.StringBuilder();

    public void UpdateMessage(string newData) {
        sb.Append("New data: "); // Keeps appending without clearing!
        sb.Append(newData);
        messageLabel.text = sb.ToString();
    }
}

// Good: Clear before use
public class GoodMessageBuilder : MonoBehaviour {
    [SerializeField] private TMP_Text messageLabel;

    private readonly System.Text.StringBuilder sb = new System.Text.StringBuilder(128);

    public void UpdateMessage(string newData) {
        sb.Clear(); // Reset to empty
        sb.Append("New data: ");
        sb.Append(newData);
        messageLabel.text = sb.ToString();
    }
}

Conclusion

String optimization is low-effort with high impact. Most performance gains come from a handful of changes:

Focus on hot paths first: Update(), FixedUpdate(), frequent UI updates, and any code called multiple times per second.

Profile before and after: Use Unity Profiler’s GC Alloc column to verify your optimizations actually reduce garbage. Don’t optimize based on assumptions.

Most games need only 3-4 techniques: TextMeshPro SetText(), one reusable StringBuilder, number caching for 0-999, and conditional debug logging cover 90% of scenarios.

Start simple: Replace text property with SetText(), add one StringBuilder to your UI manager, cache common numbers. Measure the improvement. Add more optimization only if profiling shows it’s needed.

String performance connects to broader memory management. For complete Unity optimization including object pooling, texture compression, and audio management, see our Unity Mobile Optimization guide. For related performance topics, check out GameObject.Find alternatives and Update function optimization.

Use the Unity Profiler to verify improvements. The GC Alloc column shows exactly how much garbage each frame creates. Track this metric before and after optimization to confirm real impact.

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About Angry Shark Studio

Angry Shark Studio is a professional Unity AR/VR development studio specializing in mobile multiplatform applications and AI solutions. Our team includes Unity Certified Expert Programmers with extensive experience in AR/VR development.

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