If I create a class not based on MonoBehaviour or ScriptableObject, does it get disposed of correctly if set to null or is there something else I need to do in Unity?
using UnityEngine;
using System.Collections;
public class MyClass
{
private float[ ] _myTimes;
public float[ ] MyTimes
{
get { return _myTimes; }
set { _myTimes = value; }
}
public MyClass()
{
… do stuff
}
}
MyClass myClass = new MyClass();
myClass = null;