I’m facing this issue for the following use case of using Unity Event :
- Have a reference of Unity Event Object.
- Add any number of listeners to it.
- Invoke the event once.
- Now Remove each event listener one by one.
Now in above scenario , until I release the instance of the event listener , the listener basically holds a reference to the target of each listener, even though I have removed the listeners. I could trace this to how the copy of listener targets are maintained inside ‘m_executingCalls’ list internally.
Now is there something wrong by the way I’m trying to use Unity Events or is there something else I’m missing. Seems like a fairly usual way in which someone would use the API.
Thanks For Reading.