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Question by Tetrad · May 25, 2010 at 11:16 PM · meshmaterialdestroymemoryinstance

Do I need to manually destroy material/model instances that are lazily copied?

When I say lazily copied, I mean the practice that Unity uses where it's copied-on-read. I.e. I call renderer.material or meshFilter.mesh, and now I have an instanced copy of that asset that's being used by that game object.

Do I need to destroy these objects manually, or do they get freed when the game object itself gets destroyed? If I do need to destroy these objects, what's the best way to do this since there's no OnDestroy() Monobehaviour function?

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Answer by Eric5h5 · May 25, 2010 at 11:31 PM

Yes, you have to destroy them manually. As to where to do that, you can use the OnDisable() hack:

function OnDisable() { 
   if (gameObject.active) { 
      print ("Disabled");
   } 
   else { 
      print ("Destroyed or deactivated");
   } 
}

The problem with that is there's no way to distinguish between an object being destroyed and an object being deactivated. Works for a lot of cases though. Otherwise you have to make a custom destroy function and call that specifically when destroying the object.

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avatar image BrigadeJosh · Sep 20, 2013 at 06:46 PM 0
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How significant is this? Is it like a picky optimization thing, or something you always need to handle?

avatar image DonKanallie · Dec 06, 2013 at 03:31 PM 0
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Do you have a source for this claim?

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Answer by XeviaN360 · Sep 11, 2012 at 03:03 PM

But how could you destroy a material instance in that case?

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