While optimizing audio performance of our game Human: Fall Flat, I've noticed quite big GC allocations in Physics.Contacts. It leads to GC collect once a second, potentially skipping a frame in a game. I noticed this a while ago in other project on Windows Phone and thought it's WP specific. I believe this is related to allocating contacts array before passing to monobehaviors if no OnCollisionEnter/OnCollisionStay methods are defined it does not happen. Human will feature a physics based audio and we need to get collision information which is later processed to drive audio events. Already heavily optimized the code inside OnCollisionEnter and OnCollisionStay, but this GC issue is outside my code. We have one more GC allocation in GeometryUtility.CalculateFrustumPlanes but it's only 136B per frame, still it would be nice to have and overload where we could pass existing array. Is anyone else facing similar problems?