I noticed in the profiler that there's a huge GC allocation when using a Shape Sampler with a Skinned Mesh Renderer inside Unity. At the moment i have 27.7 kb per frame for a 326 tris mesh, and 95.2 kb per frame for 3900 tris, logged inside LateBehaviorUpdate > PKFxFX.LateUpdate() .
Am I missing something ? The PkFX is super simple and juste sample the mesh position to emit particles. At the moment this features is totally unusable in production, as the GC is totally killing the framerate.
Thanks in advance.