private void OnDestroy() { // Release the singleton Instance = null; // It is required to manualy destroy compute buffers. bodyDataBuffer.Release(); vertexDataBuffer.Release(); triangleDataBuffer.Release(); meshDataBuffer.Release(); if (rayDataBuffer != null) { rayDataBuffer.Release(); } }
private void Awake() { Debug.Assert(Instance == null, "Scene can only contain one executer."); Instance = this; }