public void OnDestroy() { // we need to dispose compiler to prevent GC if (compiler != null) { compiler.Dispose(); compiler = null; } }
public override void Dispose() { // we need to dispose _compiler to prevent GC if (_compiler != null) { _compiler.Dispose(); _compiler = null; } }
// private void OnGUI(){} void OnDestroy() { // we need to dispose compiler to prevent GC if (compiler != null) { compiler.Dispose(); compiler = null; } CoroutineManage.Single.UnRegComponentUpdate(IUpdate); }
internal override void OnRelease() { compiled.Dispose(); compiled = null; base.OnRelease(); }
/// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { compiler.Dispose(); }