Well, I assumed that displaying collectgarbage(“count”) is a good way to tell when garbage collection is actually occurring. The numbers increase modestly, and then dip back down to indicate that lua has collected garbage. However, when that dip occurs, it doesn’t seem to affect performance that much. When the frame rate is slowing to a crawl, the numbers are often low and still increasing modestly, so I don’t think garbage collection is the issue here.
I only explicitly call collectgarbage( “collect” ) at the beginning of a level.
Regardless, it still seems odd that this is only on Android, not on lesser iOS devices.