One of the most common causes of garbage collection is the frequent creation and destruction of objects, especially those that are short-lived or temporary. For example, bullets, particles, enemies, UI elements, and sound effects are often instantiated and destroyed during gameplay. This can create a lot of memory pressure and trigger garbage collection cycles that interrupt the game flow. To avoid this, you can use object pooling, which is a technique that reuses existing objects instead of creating new ones. Object pooling involves creating a pool of objects at the start of the game and storing them in a collection such as a list or a queue. When you need an object, you can take it from the pool, activate it, and use it as normal. When you are done with it, you can return it to the pool and deactivate it. This way, you can reduce the number of allocations and deallocations and improve your memory efficiency.