Godot Version
v4.4-dev7
Question
I’m working on a CompositorEffect
. In my RS.CallOnRenderThread(new Callable(this, MethodName._InitializeCompute))
method I’m creating some stuff in the rendering server (i.e. RS.MeshCreate()
, RS.InstanceCreate()
, etc). It works, however, I’m noticing that whenever I need to rebuild the C# project, I’m getting duplicates of the things I created (like, in the case of a mesh, I then have two meshes after rebuild).
I thought maybe I need to destroy the old stuff first in some sort of destructor, but I’m not really finding anything like that which will work. It seems _Notification(NotificationPredelete)
doesn’t get called in that case, which is what I use for destruction normally in a CompositorEffect
.
How should I approach this?