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Question by SanQri · May 11, 2019 at 01:20 PM · memorymemory managementmemory-leakmemory usagememory leak

What is the correct way to store circular references in Unity?

Let's suppose we have code like t$$anonymous$$s:

 public class ComponentA : MonoBehaviour {
     B b;
     void Start() {
         b = new B();
         b.a = t$$anonymous$$s;
     }
 }
 public class B {
     public ComponentA a;
 }

So will memory be freed (ComponentA destroyed) after destroying game object with attached ComponentA?

I'm not sure, but answer is yes. So for w$$anonymous$$ch reason there is WeakReference<> in System namespace?

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Answer by Owen-Reynolds · May 11, 2019 at 03:02 PM

C# uses a reachability test to find garbage, copied from Java, so circular references are fine. The language has weak references since dot-NET has them anyway, so why not?

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