internal void QueueAssetRemoval() { if (volumeAsset == null) { return; } #if UNITY_EDITOR brickGizmos?.Dispose(); brickGizmos = null; cellGizmo?.Dispose(); cellGizmo = null; m_PrevAsset = null; #endif ProbeReferenceVolume.instance.AddPendingAssetRemoval(volumeAsset); }
internal void QueueAssetRemoval() { if (volumeAsset == null) { return; } #if UNITY_EDITOR foreach (var meshGizmo in brickGizmos.Values) { meshGizmo.Dispose(); } brickGizmos.Clear(); cellGizmo?.Dispose(); m_PrevAsset = null; #endif ProbeReferenceVolume.instance.AddPendingAssetRemoval(volumeAsset); }