GvrControllerInput.Update() allocates 30 bytes on the heap every frame of gameplay. This eventually leads to the GC needing to run. Generally speaking, nothing should allocate on the heap every frame of gameplay.
Found using:
Gvr sdk 1.120.0
Unity 2017.3.p2
Google Pixel XL
To repro:
Build any game that uses GvrController prefab with default arm model, etc., connect to Unity profiler, and observe heap allocations.
At first glance, it's not obvious what is allocating in here and I haven't been able to deep profile it yet to find out.
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