This function is called when the scriptable object will be destroyed.
An example is given below. This example has two scripts. The first shown is the ScriptableObject script. This implements code which is separate from MonoBehaviour. The second is a small MonoBehaviour related script which accesses values from the ScriptableObject script.
// A ScriptableObject example script. // The A and B members implement features which // are unrelated to MonoBehaviour.
using UnityEngine;
public class ScriptObj : ScriptableObject { int a = 10; int[] b = new int[5] {0, 17, 34, 42, 67};
public int A { get {return a; } }
// return value in b array, or -1 if x is out-of-range public int B(int x) { if (x >= 0 && x <= 5) return b[x]; else return -1; }
public void Awake() { Debug.Log("Awake"); }
public void OnEnable() { Debug.Log("OnEnable"); }
public void OnDisable() { Debug.Log("OnDisable"); }
public void OnDestroy() { Debug.Log("OnDestroy"); } }
The following script makes use of the above ScriptableObject script.
// create and access the ScriptObj
using UnityEngine;
public class ScriptObjExample : MonoBehaviour { ScriptObj test;
void Start() { test = (ScriptObj)ScriptableObject.CreateInstance(typeof(ScriptObj));
print(test.A); print(test.B(3)); print(test.B(-3)); } }
OnDestroy cannot be a co-routine.