

Also Native Objects of any type can be removed from Memory with a call to Destroy () them, even if managed objects reference them. a managed object referencing a native scene object (of type GameObject or Component) the managed object can't hold that object in memory for longer than the scene exists.

In 2022.2 we'd be able to tell you which scene and where in the hierarchy that GO is but in older versions we can't.Īlso, whenever there is a switch from Native Objects to Managed Objects in the references chain, there are some conditions that would mean that this connection is essentially non-owning, or less binding. We'll tidy this up in a future version but part of that cleanup relies on new information we added to the memory snapshot in the engine's backend that so far only exists in 2022.2.īasically, the first time you hit a GameObject in the References, you can stop digging deeper in most instances. Click to expand.Right now it shows all references and is factually correct but it can show more than would be helpful.
