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Question by BarShiftGames · Sep 27, 2020 at 04:43 PM · bug-perhapsmultithreadingannoying

Native collection has not been disposed, even if I call dispose properly

So this is my code alt text And I only ever call it in order of schedule and then complete, but I still get tons of errors saying a native collection has not been disposed? The only unusual thing is that "points" on the outside of the job is a static array because two instances of the classes share the same point set to assure they get cut out the same, but I just tried it with a non-static version of points and it didn't get rid of any errors.

This is really annoying, and I've tried persistent allocator and saying the new job is dependent on the last, but that didn't provide good results, it just broke the math and make it stop working as expected. Enabling "full stack trace" literally didn't change any of the error messages or provide any help, even after restarting the editor, so seems like unity is trying to make me give up on multithreading given there's a million different documentations on this, none of which answer my questions because every other problem was people just not calling "dispose" but I'm actually calling dispose, so I'm clearly not messing up that.

Any help is appreciated.

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