IDisposable is becoming more and more prevalent in Unity. Previously, it was typically only used for I/O types like
FileStream. Now it’s used for in-memory types like
NativeArray<T> to avoid the garbage collector. Needing to call
Dispose manually means we’re explicitly managing memory, just like we’d do in lower-level languages like C++. That comes with some challenges, especially with shared ownership, which we’ll deal with today.
Posts Tagged idisposable
Today we continue the series by looking at how resources—primarily memory—are acquired and cleaned up in C#. We’ll go way beyond the
new operator and discuss advanced features like finalizers and
using blocks that can make releasing resources much less prone to errors. Read on to learn!