using Misaki.HighPerformance.LowLevel.Buffer; using Misaki.HighPerformance.LowLevel.Collections; //BenchmarkRunner.Run(); var opts = new AllocationManagerInitOpts { ArenaCapacity = 1024 * 1024, StackCapacity = 1024 * 1024, FreeListConcurrencyLevel = 1 }; AllocationManager.Initialize(opts); var arr = new UnsafeArray(10, Allocator.Persistent); var arrcpy = arr; arr.Dispose(); Console.WriteLine(arr.IsCreated); Console.WriteLine(arrcpy.IsCreated); AllocationManager.Dispose();