Because: ...this is, simply, the wrong way to write code that runs under Unity (or any other system that uses a garbage collection based allocator). If you actually mean "why is KSP like this?" then the main reason (IMO) is that it is very easy to make this sort of mistake, the developer has to be constantly aware of how much memory is being allocated on the heap and write the important bits (i.e. any code that is run on every frame or physics update) to create the minimum garbage po
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