Also reproduced with the latest beta SDK
2019.12.06.19.26
I've been using the VRC_Scene Reset Position script a lot for some of my worlds, and have found that it will generate around 0.6KB of garbage in the editor each time ResetPosition() is called. I assume this acts the same in game. This allocation happens when the reset velocity option is turned off, but the allocation can be removed by putting a kinematic rigidbody component on the same game object as the reset. So I assume there's a GetComponent/s<RigidBody> being called until a rigidbody component is found so that it can reset the velocity on the rigidbody, even if you tell it to not reset the velocity. There's also some performance overhead. An artificial test calling ResetPosition() 90 times per frame took about 0.3ms without a rigidbody, and about 0.12ms with a rigidbody.