Unity when is ondestroy called




















For what concern GameObject. DestroyImmediate I cite the doc:. This function should only be used when writing editor code since the delayed destruction will never be invoked in edit mode. In game code you should use Object. Destroy instead. Destroy is always delayed but executed within the same frame.

Despite you destroy or destroy immediate an object, the used resources aren't necessary unallocated immediately. Just an example, suppose your destroyed GameObject has a Material referencing a Texture , even if that resource is used only by the destroyed object, it's still up to unity decides when deallocate the relative memory.

If you want to force the release of unused resources you can have a look at Resources. As DarioOO pointed out, Unity overrides the comparison operator, in such a way that when an object has been destroyed all C references to it are null even if the related resources aren't still been released. Sign up to join this community.

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Ask Question. Asked 7 years, 3 months ago. Active 7 years, 3 months ago. Viewed 18k times. Improve this question. I'm looking for so e kind of specification or additional documents that define the behavior with more certainty. Most of the time this is what you want to happen, but in some cases, you may need to Destroy the GameObject after some time, Destroy the script it is called in, or Destroy the GameObject it is attached to. We will discuss exactly those situations in this Tips and Tricks: Unity Destroy.

We will get things started by setting up a simple example scene. If you wish to follow along, the rest of this section will walk you through the simple set up. If not, you can jump ahead to the Destroy GameObject section where we will demonstrate how Unity Destroy works. Repeat the process but this time select the Square.

Next, we will create a Destroy script to hold our destroy examples. We have called this script TTDestroy. This script has one field to hold a reference to our circle for no nefarious reasons…. Drag your two sprites into the scene and attach the TTDestroy and a Player Input component by selecting add component in the inspector. Drag the circle gameobject into the field for the TTDestroy script and add your input actions to your Player Input as seen below.

Unity Destroy takes at minimum one argument, a game object to destroy. In your script you can pass in any game object you hold a reference to. Since we set a reference to our circle in the editor, we can pass that to the destroy method. Now if we play the game and hit our DestroyGameObject key, A, our circle will disappear immediately and we get a message that we destroyed the circle, mwahahaha, cough, cough… moving on.

The Destroy method also takes a second argument, a float. Or more specifically a time that will be converted to seconds. If you then close them via the HoloLens home "menu" then you actually kill them via task manager. This is pretty dirty and causes neither OnDestroy nor OnApplicationQuit or any other Unity specific messages to be called and we ended up with zomby threads and still occupied TCP ports.

If you really want to go sure e. The deconstructor is pure c and does not rely on Unity being shutdown correctly so it is guaranteed to be called even if the app was terminated due to a crash as soon as the Garbage Collector automatically does its job.

You're looking for OnEnable for establishing your connection, and OnDisable for cleaning it up. The issue with OnDestroy and OnApplicationQuit fwiw is it won't be called if the script is disabled, which can happen if:. The issue with Start is it won't be called if the script is re -enabled after having been disabled it'll be called the first time, but no more , which happens in all of the cases opposite of the above list as well as when the editor finishes recompilation of scripts in play mode.

Additionally, you will have a correspondence of OnEnable and OnDisable calls by Unity of course you can call them yourself whenever you want. You will only almost have a correspondence of Start and OnDestroy : The notable exception is if a script component is initially disabled i.

Plus, of course, you will miss all the above cases. For the question itself, yes, OnDestroy is reliable: It is called as documented when the script is destroyed. Of course it wouldn't be called if the application crashes , but in general you'd have bigger problems and that's not the kind of thing you normally code around.

It also probably wouldn't be called if you exploded a grenade next to the machine running the game but, again, that's all in "undefined behavior" territory. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Is OnDestroy reliable in Unity?

Ask Question. Asked 11 months ago. Active 5 months ago. Viewed times. Improve this question.



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