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Architecture Performance

github-actions[bot] edited this page Jul 31, 2026 · 73 revisions

Performance Benchmarks

This page shows the latest dispatch-throughput and cross-library comparison numbers for DxMessaging. The tables are auto-generated by CI: every pull request and push re-runs the benchmark suite with the .NET Standard 2.1 API profile and a Release code-optimization build, then renders the results into the AUTOGENERATED region below. Throughput is measured in a built Standalone player under IL2CPP in the Release configuration (no development build, Release C++ code generation) -- the ahead-of-time backend and build shape shipped games actually run. GC allocation counts come from an in-editor PlayMode (Mono) leg, because a Release player strips the profiler the allocation recorder needs; the counts are build-config-independent, so they represent the shipped player.

These numbers are for orientation, not a leaderboard. Real-world performance depends on what your handlers actually do; the benchmarks measure raw dispatch cost with minimal handler work. For the full methodology, CI mechanics, baseline capture, the regression smoke gate, and how to add or bump a comparison library, see the Perf Benchmark Methodology runbook.

See also: .-Design-And-Architecture#performance-optimizations for design details.

How to read these tables

  • Scopes. Each dispatch table is labeled by execution scope and backend. Standalone (IL2CPP) -- a Release player on the ahead-of-time backend shipped games run -- is the throughput headline. CI also publishes an in-editor PlayMode (Mono) leg, because a Release player strips the profiler and so cannot measure allocations; the Mono leg supplies the real GC-allocation numbers (see Allocations below). The renderer also understands EditMode rows, so additional scopes render automatically if a future workflow publishes them; backends differ by design, so read each scope against its own backend.
  • Throughput. Reported as emits per second. Higher is better. Registration scenarios report wall-clock time instead, where lower is better. The published throughput numbers come from the Standalone (IL2CPP) leg.
  • Allocations. Reported as the COUNT of managed GC allocations (and a companion byte total) observed over one measurement batch (lower is better; 0 is best for hot-path dispatch). Both come from Unity's GC.Alloc profiler recorder, which is only available where the profiler is present. A Release IL2CPP player strips that recorder, so the Standalone tables would have nothing to put in their memory columns -- rather than publish a column of n/a, those tables omit the memory columns entirely and show only throughput. The allocation and byte numbers come from the in-editor PlayMode (Mono) leg, where the recorder is functional; counts are build-config-independent (the same code paths box and allocate under Mono and IL2CPP), so the Mono numbers represent the shipped IL2CPP player. n/a appears only as an individual cell -- when a metric is measured for a scope or library in general but missing for that one row -- never as a whole vacuous column or matrix; it is never rendered as a misleading 0, and a measured 0 is a real zero-allocation result. (This replaces an earlier byte counter built on GC.GetAllocatedBytesForCurrentThread(), which returns 0 for every allocation under Unity's Boehm GC and so reported a vacuous 0 for every technology -- see the runbook.)
  • Comparison matrix N/A. The cross-library matrix has a column per scenario and a row per library. A cell shows N/A when that library does not idiomatically support that capability -- it is a capability gap, not a failure, and the value is never faked.
  • Comparison matrix winners. In the throughput matrix the fastest technology per scenario column is rendered in bold (ties are all bolded; N/A never wins). The GC-allocations and GC-allocated-bytes matrices are not bolded: an allocation count or byte total is a property to read, not a race.

Latest CI dispatch throughput

The block below is regenerated by the Performance Numbers workflow (.github/workflows/perf-numbers.yml) via scripts/unity/render-perf-doc.js. It contains one dispatch-throughput table per execution scope present in the run (Standalone IL2CPP for throughput, plus an in-editor PlayMode Mono leg that supplies the real GC-allocation counts, and byte totals once a run measures them) plus the cross-library comparison matrices -- one for throughput (sourced from the Standalone leg), and one each for GC allocations and GC allocated bytes per batch, sourced from whichever leg could measure them and omitted when none could. A scope that cannot measure a metric (the profiler-stripped Standalone leg) omits that column rather than filling it with n/a. The block also carries a privacy-safe provenance line describing the runner hardware (CPU, cores, clock, RAM, GPU, OS), never a hostname or runner name. Licensed benchmarks do not run on pull-request code. After a pull request merges, the workflow commits the refreshed tables -- and the sibling baseline perf-baseline.csv that the regression gate compares against -- directly to the default branch when the auto-commit App is provisioned and the branch has not advanced past the measured commit. Do not edit it by hand. See the perf-numbers auto-commit runbook for the repo-settings prerequisite that lets CI push to the default branch.

Latest CI benchmark run: Unity 6000.3.16f1, commit ac1af7defbe60e2e8d7a6c377c3434881e864faa.

Runner: 13th Gen Intel(R) Core(TM) i9-13900KF, 24C/32T @ 3000MHz; 64GB DDR5@4200; NVIDIA GeForce RTX 3060; Microsoft Windows 11 Pro N (10.0.26200)

Dispatch throughput - Standalone (IL2CPP)

Platform: Standalone IL2CPP x64 Release (WindowsPlayer; Unity 6000.3.16f1).

Scenario Throughput / Wall clock
Empty Bus Dispatch 47.21 M emits/sec
Untargeted Flood (One Handler) 31.46 M emits/sec
Untargeted Flood (Two Handlers, One Priority) 32.32 M emits/sec
Untargeted Flood (Three Handlers, One Priority) 25.39 M emits/sec
Untargeted Flood (Four Handlers, One Priority) 29.05 M emits/sec
Untargeted Flood (Four Handlers, Four Priorities) 29.22 M emits/sec
Untargeted Flood (Sixteen Handlers, One Priority) 17.13 M emits/sec
Untargeted Flood (One Inactive Handler) 36.03 M emits/sec
Untargeted First Dispatch (Cold, Distinct Types) 0.243 ms
Targeted Flood (No Matching Target) 14.37 M emits/sec
Targeted Flood (One Listener) 11.40 M emits/sec
Targeted Flood (Sixteen Listeners) 7.71 M emits/sec
Targeted First Dispatch (Cold, Distinct Types) 0.189 ms
Broadcast Flood (One Handler) 21.19 M emits/sec
Broadcast First Dispatch (Cold, Distinct Types) 0.188 ms
Interceptor Heavy (Four Interceptors) 3.98 M emits/sec
Post-Processing Heavy (Four Post-Processors) 13.57 M emits/sec
Message Bus Construction (1000) 16.269 ms
Registration Token Construction (1000, Prebuilt Handler + Bus) 0.050 ms
Registration Flood (1000 Types, Cold Bus) 541.150 ms
Registration Flood (1000 Types, Warm JIT) 3.397 ms
Untargeted Registration (Marginal, 1000 Same-Type) 0.403 ms
Targeted Registration (Marginal, 1000 Same-Type) 0.458 ms
Broadcast Registration (Marginal, 1000 Same-Type) 0.453 ms
Deregistration Flood (1000 Types, Cold) 1.850 ms
Deregistration Flood (1000 Types, Warm JIT) 1.144 ms

Dispatch throughput - PlayMode (Mono)

Platform: Editor PlayMode Mono x64 Release (WindowsEditor; Unity 6000.3.16f1).

Scenario Throughput / Wall clock GC allocs GC bytes
Empty Bus Dispatch 24.90 M emits/sec 0 0
Untargeted Flood (One Handler) 20.87 M emits/sec 0 0
Untargeted Flood (Two Handlers, One Priority) 18.11 M emits/sec 0 0
Untargeted Flood (Three Handlers, One Priority) 16.32 M emits/sec 0 0
Untargeted Flood (Four Handlers, One Priority) 15.90 M emits/sec 0 0
Untargeted Flood (Four Handlers, Four Priorities) 14.43 M emits/sec 0 0
Untargeted Flood (Sixteen Handlers, One Priority) 8.21 M emits/sec 0 0
Untargeted Flood (One Inactive Handler) 19.74 M emits/sec 0 0
Untargeted First Dispatch (Cold, Distinct Types) 3.097 ms 41 11,318
Targeted Flood (No Matching Target) 21.22 M emits/sec 0 0
Targeted Flood (One Listener) 13.76 M emits/sec 0 0
Targeted Flood (Sixteen Listeners) 7.10 M emits/sec 0 0
Targeted First Dispatch (Cold, Distinct Types) 7.497 ms 42 19,876
Broadcast Flood (One Handler) 12.99 M emits/sec 0 0
Broadcast First Dispatch (Cold, Distinct Types) 5.838 ms 41 19,534
Interceptor Heavy (Four Interceptors) 2.36 M emits/sec 0 0
Post-Processing Heavy (Four Post-Processors) 9.92 M emits/sec 0 0
Message Bus Construction (1000) 34.657 ms 40,009 2,480,640
Registration Token Construction (1000, Prebuilt Handler + Bus) 0.084 ms 1,000 120,000
Registration Flood (1000 Types, Cold Bus) 3498.660 ms 52,145 3,813,528
Registration Flood (1000 Types, Warm JIT) 11.393 ms 30,059 2,489,888
Untargeted Registration (Marginal, 1000 Same-Type) 0.498 ms 2,030 640,484
Targeted Registration (Marginal, 1000 Same-Type) 0.566 ms 2,030 672,484
Broadcast Registration (Marginal, 1000 Same-Type) 0.583 ms 2,030 672,484
Deregistration Flood (1000 Types, Cold) 92.628 ms 42 116,856
Deregistration Flood (1000 Types, Warm JIT) 1.795 ms 44 116,952

Library comparison - throughput (Standalone (IL2CPP))

Technology Global -> 1 subscriber Global -> 16 subscribers Keyed/targeted -> 1 of many Priority-ordered dispatch Filtered/intercepted dispatch Post-processing dispatch Subscribe/unsubscribe churn Struct message (no boxing)
DxMessaging 27.58 M emits/sec 13.27 M emits/sec 9.07 M emits/sec 23.87 M emits/sec 7.03 M emits/sec 12.64 M emits/sec 0.88 M emits/sec 30.26 M emits/sec
MessagePipe 59.21 M emits/sec 13.42 M emits/sec 9.37 M emits/sec N/A 51.41 M emits/sec N/A 1.83 M emits/sec 67.26 M emits/sec
UniRx MessageBroker 4.02 M emits/sec 2.25 M emits/sec N/A N/A N/A N/A 0.76 M emits/sec 4.34 M emits/sec
Zenject SignalBus 2.00 M emits/sec 1.07 M emits/sec N/A N/A N/A N/A 1.52 M emits/sec 2.03 M emits/sec
Unity Atoms 70.87 M emits/sec 32.54 M emits/sec 86.55 M emits/sec N/A N/A N/A 9.90 M emits/sec N/A
ScriptableObject channel 104.97 M emits/sec 18.94 M emits/sec 129.24 M emits/sec N/A N/A N/A 30.51 M emits/sec 143.52 M emits/sec
UnityEvent 85.05 M emits/sec 9.22 M emits/sec 93.75 M emits/sec N/A N/A N/A 3.50 M emits/sec 79.27 M emits/sec
C# event 286.19 M emits/sec 51.26 M emits/sec 58.14 M emits/sec N/A N/A N/A 10.09 M emits/sec 256.72 M emits/sec
Unity SendMessage 7.32 M emits/sec 0.91 M emits/sec 6.77 M emits/sec N/A N/A N/A N/A N/A

Library comparison - GC allocations per 10k ops (PlayMode (Mono))

Technology Global -> 1 subscriber Global -> 16 subscribers Keyed/targeted -> 1 of many Priority-ordered dispatch Filtered/intercepted dispatch Post-processing dispatch Subscribe/unsubscribe churn Struct message (no boxing)
DxMessaging 0 0 0 0 0 0 80,000 0
MessagePipe 0 0 0 N/A 0 N/A 20,000 0
UniRx MessageBroker 0 0 N/A N/A N/A N/A 150,000 0
Zenject SignalBus 20,000 20,000 N/A N/A N/A N/A 70,000 20,000
Unity Atoms 0 0 0 N/A N/A N/A 0 N/A
ScriptableObject channel 0 0 0 N/A N/A N/A 0 0
UnityEvent 0 0 0 N/A N/A N/A 50,000 0
C# event 0 0 0 N/A N/A N/A 0 0
Unity SendMessage 10,008 10,000 10,000 N/A N/A N/A N/A N/A

Library comparison - GC allocated bytes per 10k ops (PlayMode (Mono))

Technology Global -> 1 subscriber Global -> 16 subscribers Keyed/targeted -> 1 of many Priority-ordered dispatch Filtered/intercepted dispatch Post-processing dispatch Subscribe/unsubscribe churn Struct message (no boxing)
DxMessaging 0 0 0 0 0 0 7,560,000 0
MessagePipe 0 0 0 N/A 0 N/A 560,000 0
UniRx MessageBroker 0 0 N/A N/A N/A N/A 6,650,000 0
Zenject SignalBus 600,000 600,000 N/A N/A N/A N/A 3,200,000 600,000
Unity Atoms 0 0 0 N/A N/A N/A 0 N/A
ScriptableObject channel 0 0 0 N/A N/A N/A 0 0
UnityEvent 0 0 0 N/A N/A N/A 2,960,000 0
C# event 0 0 0 N/A N/A N/A 0 0
Unity SendMessage 200,752 200,000 200,000 N/A N/A N/A N/A N/A

Comparison libraries

The cross-library comparison matrices above measure DxMessaging against other common Unity messaging and eventing approaches on the same apples-to-apples scenarios:

  • External libraries: MessagePipe, UniRx MessageBroker, Zenject SignalBus, and Unity Atoms.
  • Zero-dependency baselines: plain C# event, UnityEvent, a ScriptableObject event channel, and Unity SendMessage.

Each library implements only the scenarios it idiomatically supports; unsupported cells render N/A. The comparison suite source lives in Tests/Runtime/Comparisons/. For a feature-by-feature discussion of when each approach wins, see the .-Comparisons.

Memory footprint and reclamation

Dispatch state is stored per message type and, for targeted and broadcast paths, per InstanceId. Long-running sessions accumulate slots for every type or entity ever touched unless something reclaims them. The memory reclamation system caps that growth without changing dispatch semantics or allocating during emit.

Reclamation runs on two paths:

  • An idle sweep that runs from emit-time clock samples and the Unity PlayerLoop, gated by DxMessagingRuntimeSettings.EvictionEnabled and EvictionTickIntervalSeconds. Empty slots become eligible only after remaining empty for at least IdleEvictionSeconds of wall time.
  • An explicit IMessageBus.Trim(force) and MessageHandler.TrimAll(force) pair that runs synchronously at scene boundaries, in tests, or in maintenance windows. The master switch EnableTrimApi controls whether the explicit calls perform work; idle sweeps remain controlled by EvictionEnabled independently.

Active registrations are never reclaimed. Only empty slots and shared pool entries are touched. Sweep work runs outside the hot handler loop, so emit throughput is unaffected; the per-emit overhead is one branch that samples the wall clock.

For tuning recommendations, the public Trim and diagnostic-counter API surface, and worked examples (scene transitions, leak diagnosis, mobile caps, shipped-title configurations), see the ..-Guides-Memory-Reclamation. For the parameter reference, see the ..-Reference-Runtime-Settings.

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