Question by 
               SanQri · May 11, 2019 at 01:20 PM · 
                memorymemory managementmemory-leakmemory usagememory leak  
              
 
              What is the correct way to store circular references in Unity?
Let's suppose we have code like this:
 public class ComponentA : MonoBehaviour {
     B b;
     void Start() {
         b = new B();
         b.a = this;
     }
 }
 public class B {
     public ComponentA a;
 }
 
               So will memory be freed (ComponentA destroyed) after destroying game object with attached ComponentA?
I'm not sure, but answer is yes. So for which reason there is WeakReference<> in System namespace?
               Comment
              
 
               
              Answer by Owen-Reynolds · May 11, 2019 at 03:02 PM
C# uses a reachability test to find garbage, copied from Java, so circular references are fine. The language has weak references since dot-NET has them anyway, so why not?
Your answer
 
             Follow this Question
Related Questions
Run out of memory in build 1 Answer
Memory error pls help 0 Answers
WebGl project memory usage 1 Answer
Unity Total System Memory Usage GO CRAZY?! memory leak 0 Answers