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Unity 6.3 Memory Management: When to Use GC, Destroy, and Dispose

Unity’s GC, Destroy, and Dispose are not interchangeable. Match each to the memory or object it owns, then end that resource’s lifetime in the right way.
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Use GC for unreachable managed objects, UnityEngine.Object.Destroy when a Unity object should be removed, and Dispose when you own an explicitly allocated native resource such as a NativeArray<T>. They act on different memory and object lifetimes, so the first question is: what owns this memory, and when should that ownership end?

What each mechanism releases

Mechanism Use it for What it releases Lifecycle cue
GC Managed objects no longer reachable through references Managed heap allocations Remove references when finished; collection happens later, not at a guaranteed instant. Unity Technologies, Garbage collector overview
Object.Destroy A GameObject, Component, or other Unity object that should be removed The Unity native object/counterpart Call it when the Unity-side object should cease to exist; managed wrapper reachability remains a separate matter. Unity Technologies, Unity Scripting API: Object
Dispose An explicitly owned unmanaged allocation such as a NativeArray<T> The container’s owned native allocation and safety resources Dispose when no consumer needs the allocation; schedule disposal after dependent jobs when applicable. Unity 6.3 API content mirror, NativeArray<T>.Dispose
Resources.UnloadUnusedAssets Eligible loaded Unity assets Unity considers unused Unused native assets, not ordinary managed objects Use at appropriate asset or scene transitions, not as a synonym for collecting the managed heap. Unity Technologies, Managed memory introduction

When to use the garbage collector

Unity’s managed garbage collector reclaims managed objects that are no longer reachable. It is not a per-object delete command: for a plain C# class, list, or other managed collection, remove any long-lived references when you are done with it and let collection occur in its normal course. You cannot rely on a particular collection instant.

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Unity’s documentation describes managed memory separately from native allocations: “The garbage collector doesn’t clear out native memory objects or other native allocations.” Unity Technologies, Managed memory introduction

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Should you call GC.Collect?

Usually, not as routine cleanup. A forced collection can consume CPU time and create a frame-time cost; it does not fix references that still keep objects reachable. If allocations or pauses are a concern, profile the target build and platform before changing collection behavior. Unity’s incremental GC spreads collection work across multiple frames, but it changes how work is distributed rather than guaranteeing that all frame-time spikes disappear. Unity Technologies, Garbage collector overview

When to use Destroy

Call UnityEngine.Object.Destroy when a Unity object—such as a runtime GameObject or Component—should be removed from the Unity side. Unity documents that each instance derived from UnityEngine.Object is linked to a counterpart native object. Unity Technologies, Unity Scripting API: Object

Destroy is not the same as forcing managed collection. Removing the native Unity object does not itself mean the C# wrapper is immediately collected; the wrapper remains subject to ordinary managed reachability. Conversely, collecting a managed object is not a substitute for removing a Unity object through its Unity lifecycle. This guidance is about normal Destroy, not DestroyImmediate.

When to use Dispose for native containers

A NativeArray<T> uses unmanaged memory with an allocator-controlled lifetime. The code or system that owns that allocation should dispose it once no consumer needs it. Unity 6.3 API content listings describe direct disposal and a scheduled disposal overload that accepts a JobHandle; the API listing also identifies allocator options including Temp, TempJob, and Persistent. Check the documentation installed with your target editor for exact API details and allocator constraints. NativeArray<T>.Dispose NativeArray<T>

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Dispose only after the last consumer is done

If jobs use the container, disposal must not race with those jobs. Use the disposal form that takes the relevant dependency handle so the release is ordered after the work that uses the allocation. Track both the allocator and the owner: the allocator informs the allocation’s intended lifetime, while ownership determines which code path is responsible for ending it.

When asset cleanup is the actual goal

Resources.UnloadUnusedAssets is for eligible Unity assets or native objects Unity considers unused; it does not mean “run GC.” A managed reference can keep an asset from being considered unused, so inspect static fields, event subscriptions, and other retained references when an asset does not unload as expected. Treat this as asset cleanup at an appropriate transition, not a general-purpose or necessarily cheap per-frame memory fix. Unity Technologies, Managed memory introduction

A practical decision path

  1. Plain managed class or collection: remove references that should no longer keep it alive; let GC reclaim it later.
  2. Scene object, component, or Unity object instance: call Destroy when it should cease to exist in Unity.
  3. NativeArray<T> or another explicitly allocated native container: identify its owner and allocator, then dispose it when its last consumer is finished. If jobs are involved, order disposal after the relevant JobHandle.
  4. Loaded assets that should be released: consider Resources.UnloadUnusedAssets or the project’s asset-loading system, and check whether references keep assets in use.
  5. GC pauses or allocation pressure: profile on the target platform and build before changing collection settings or adding manual collection.
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Unity 6.3 scope and documentation

The specific NativeArray<T> disposal and allocator details above are described in Unity 6.3 API content hosted by documentation mirrors, rather than a complete official Unity 6.3 manual set. The GC and object-lifecycle distinctions are supported by official Unity documentation for Unity 6.0 and the current managed-memory manual route. Unity’s .NET overview also provides broader runtime context for Unity 2022.1, but should not be read as verification of every Unity 6.3 backend, platform, or package-specific edge case. Unity Technologies, Overview of .NET in Unity

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