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. The published workflow no longer adds an editor-only Mono leg for allocation data.
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: Performance optimizations for design details.
- 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 only published scope. The renderer also understands PlayMode and EditMode rows for local or manually dispatched runs; 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;
0is best for hot-path dispatch). Both come from Unity'sGC.Allocprofiler 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 ofn/a, those tables omit the memory columns entirely and show only throughput. Local and manually dispatched editor runs can still report allocation counts and bytes.n/aappears 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 misleading0, and a measured0is a real zero-allocation result. (This replaces an earlier byte counter built onGC.GetAllocatedBytesForCurrentThread(), which returns0for every allocation under Unity's Boehm GC and so reported a vacuous0for 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 showsN/Awhen 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/Anever 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.
The block below is regenerated by the Performance Numbers workflow
(.github/workflows/perf-numbers.yml) via scripts/unity/render-perf-doc.js. It
contains the Standalone IL2CPP dispatch-throughput table and cross-library
throughput matrix. The profiler-stripped player omits allocation columns and
matrices rather than filling them 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. Eligible same-repository pull requests run the
Standalone leg and receive a current-evidence comment linked to the exact measured
commit and workflow attempt. The comment includes a historical Standalone delta,
with + meaning better and - meaning worse, plus current TargetMap rows; fork
and Dependabot pull requests skip licensed work. After a pull
request merges, the workflow commits the refreshed tables -- and the sibling baseline
perf-baseline.csv used for the diagnostic PR historical delta -- 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 1b85786254dc47e2dd28669d899678d149227a03.
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)
Platform: Standalone IL2CPP x64 Release (WindowsPlayer; Unity 6000.3.16f1).
| Scenario | Throughput / Wall clock |
|---|---|
| Empty Bus Dispatch | 48.15 M emits/sec |
| Untargeted Flood (One Handler) | 33.45 M emits/sec |
| Untargeted Flood (Two Handlers, One Priority) | 31.21 M emits/sec |
| Untargeted Flood (Three Handlers, One Priority) | 29.23 M emits/sec |
| Untargeted Flood (Four Handlers, One Priority) | 27.46 M emits/sec |
| Untargeted Flood (Four Handlers, Four Priorities) | 26.50 M emits/sec |
| Untargeted Flood (Sixteen Handlers, One Priority) | 14.98 M emits/sec |
| Untargeted Flood (One Inactive Handler) | 32.87 M emits/sec |
| Untargeted First Dispatch (Cold, Distinct Types) | 0.191 ms |
| Targeted Flood (No Matching Target) | 13.77 M emits/sec |
| Targeted Flood (One Listener) | 11.05 M emits/sec |
| Targeted Flood (Sixteen Listeners) | 7.47 M emits/sec |
| Targeted First Dispatch (Cold, Distinct Types) | 0.187 ms |
| Broadcast Flood (One Handler) | 22.98 M emits/sec |
| Broadcast First Dispatch (Cold, Distinct Types) | 0.187 ms |
| Interceptor Heavy (Four Interceptors) | 3.59 M emits/sec |
| Post-Processing Heavy (Four Post-Processors) | 13.22 M emits/sec |
| Message Bus Construction (1000) | 24.918 ms |
| Registration Token Construction (1000, Prebuilt Handler + Bus) | 0.050 ms |
| Registration Flood (1000 Types, Cold Bus) | 536.034 ms |
| Registration Flood (1000 Types, Warm JIT) | 4.820 ms |
| Untargeted Registration (Marginal, 1000 Same-Type) | 0.410 ms |
| Targeted Registration (Marginal, 1000 Same-Type) | 0.450 ms |
| Broadcast Registration (Marginal, 1000 Same-Type) | 0.451 ms |
| Deregistration Flood (1000 Types, Cold) | 1.827 ms |
| Deregistration Flood (1000 Types, Warm JIT) | 1.613 ms |
| 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 | 32.38 M emits/sec | 16.45 M emits/sec | 11.27 M emits/sec | 25.55 M emits/sec | 7.80 M emits/sec | 15.09 M emits/sec | 0.91 M emits/sec | 31.21 M emits/sec |
| MessagePipe | 83.10 M emits/sec | 15.82 M emits/sec | 10.47 M emits/sec | N/A | 72.55 M emits/sec | N/A | 2.12 M emits/sec | 86.88 M emits/sec |
| UniRx MessageBroker | 4.71 M emits/sec | 2.68 M emits/sec | N/A | N/A | N/A | N/A | 0.76 M emits/sec | 4.59 M emits/sec |
| Zenject SignalBus | 2.18 M emits/sec | 1.13 M emits/sec | N/A | N/A | N/A | N/A | 1.52 M emits/sec | 2.03 M emits/sec |
| Unity Atoms | 111.49 M emits/sec | 34.07 M emits/sec | 111.91 M emits/sec | N/A | N/A | N/A | 10.70 M emits/sec | N/A |
| ScriptableObject channel | 150.56 M emits/sec | 24.43 M emits/sec | 180.92 M emits/sec | N/A | N/A | N/A | 31.10 M emits/sec | 179.78 M emits/sec |
| UnityEvent | 92.78 M emits/sec | 10.92 M emits/sec | 99.83 M emits/sec | N/A | N/A | N/A | 3.51 M emits/sec | 93.76 M emits/sec |
| C# event | 329.67 M emits/sec | 45.62 M emits/sec | 69.52 M emits/sec | N/A | N/A | N/A | 13.05 M emits/sec | 352.39 M emits/sec |
| Unity SendMessage | 7.54 M emits/sec | 1.06 M emits/sec | 7.78 M emits/sec | N/A | N/A | N/A | N/A | N/A |
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 guide.
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.EvictionEnabledandEvictionTickIntervalSeconds. Empty slots become eligible only after remaining empty for at leastIdleEvictionSecondsof wall time. - An explicit
IMessageBus.Trim(force)andMessageHandler.TrimAll(force)pair that runs synchronously at scene boundaries, in tests, or in maintenance windows. The master switchEnableTrimApicontrols whether the explicit calls perform work; idle sweeps remain controlled byEvictionEnabledindependently.
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
Memory Reclamation guide. For the
parameter reference, see the
Runtime Settings reference.