ABSTRACT

In modern PC-based games, the CPU and memory cost of using strings is manageable, even when dealing with large numbers of events and RTPC settings per frame. However, if you are working with Unity and C#, passing strings to Wwise can very quickly result in poor garbage collection performance. Using UIDs solves these problems effectively, at the cost of increased difficulty in debugging. We can no longer easily see which text identifier a method is referencing, just an inscrutable number. If we have game code that performs operations on strings, or debugging features that display the strings onscreen, these will no longer work. Ideally, we want to keep the performance advantages of IDs and the debugging ease of strings.