/// <summary>
    /// Remove a specific word behaviour from list and optionally destroy game object.
    /// This might also remove a template, i.e. no further trackables will be augmented for a specific word or for a template
    /// </summary>
    public override void DestroyWordBehaviour(WordBehaviour behaviour, bool destroyGameObject = true)
    {
        var keys = mWordBehaviours.Keys.ToArray();

        foreach (var key in keys)
        {
            if (mWordBehaviours[key].Contains(behaviour))
            {
                mWordBehaviours[key].Remove(behaviour);

                // no behaviours left - delete whole list
                if (mWordBehaviours[key].Count == 0)
                {
                    mWordBehaviours.Remove(key);
                }

                if (destroyGameObject)
                {
                    Object.Destroy(behaviour.gameObject);
                    mWordBehavioursMarkedForDeletion.Add(behaviour);
                }
                else
                {
                    IEditorWordBehaviour editorTrackableBehaviour = behaviour;
                    editorTrackableBehaviour.UnregisterTrackable();
                }
            }
        }
    }
 public override void DestroyWordBehaviour(WordAbstractBehaviour behaviour, [Optional, DefaultParameterValue(true)] bool destroyGameObject)
 {
     foreach (string str in this.mWordBehaviours.Keys.ToArray <string>())
     {
         if (this.mWordBehaviours[str].Contains(behaviour))
         {
             this.mWordBehaviours[str].Remove(behaviour);
             if (this.mWordBehaviours[str].Count == 0)
             {
                 this.mWordBehaviours.Remove(str);
             }
             if (destroyGameObject)
             {
                 UnityEngine.Object.Destroy(behaviour.gameObject);
                 this.mWordBehavioursMarkedForDeletion.Add(behaviour);
             }
             else
             {
                 IEditorWordBehaviour behaviour2 = behaviour;
                 behaviour2.UnregisterTrackable();
             }
         }
     }
 }