Compositor Effect C# Rebuild

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?

It sounds like a bug in the binding layer/editor. Could you create an MRP and submit an issue about the problem you encountered at GitHub · Where software is built?

Forgot to mention that I have now reported an issue as suggested. It can be found here.