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Question by c&c&z&z · Apr 10, 2013 at 07:59 AM · unityeditordebugthread

How do I close the 'System.Threading.Timer' in my UnityEditor

I always use background threads to do some certain things. When I stop my unity3d, I find that freeing memory isn't done during the debugging. Why isn't freeing memory be done? How do I free the memory?

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Answer by whebert · Apr 10, 2013 at 12:51 PM

Have you tried Dispose()?

 timer.Dispose();
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avatar image c&c&z&z · Apr 11, 2013 at 08:13 AM 0
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but.... When I stoped the u3dEditor. You know I can't do that:'timer.dispose()'

And, when I stoped u3dEditor I saw the run of log is printting, if I used the Timer in my code. I mean the log of "Console view"

avatar image luckruns0ut · Apr 11, 2013 at 11:33 AM 0
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timer.Stop() maybe? or timer.enabled = false

avatar image whebert · Apr 11, 2013 at 12:47 PM 0
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If you need to detect when your application is about to quit so you can call timer.Dispose(), put the following method in the script that is using the timer.

C#

 void OnApplicationQuit() 
 {
    timer.Dispose();
 }

JavaScript

 function OnApplicationQuit() 
 {
    timer.Dispose();
 }
avatar image c&c&z&z · Apr 16, 2013 at 03:12 AM 0
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Thank you.

Are the 'OnApplicationQuit()' only for UnityEditer ?

avatar image whebert · Apr 16, 2013 at 03:25 AM 0
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No, OnApplicationQuit will be called in standalone, web player, or in the Editor when you stop play mode. See reference.

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