SendWillRenderCanvases is allocating ~90k/frame I have a very dynamic set of images. I am pooling them but the sprite, matrix, active state etc. are touched every frame. I think if the set of images does not change then the same gameobects should get the same data set but even then the allocations stay the same. If I pause the game no images are touched and the allocation drops to ~9k, but even that seems high. There are 4 canvases (3 used to render to texture) and ~50 images in the scene and not much else.