I'm about to use weak delegates for some event listening. Mainly for not to worry about unsubscribe all the time.
If I'm right, using strong referenced (default) delegate does not let the subscriber object to be released from memory, this is I want to avoid.
But I'm not quiet sure how to declare weak delegates using UnityEngine, and .Net 2.0 Subset in Unity 3D. Should I use WeakReference
class somehow?
For anybody needing to use a ConditionalWeakTable or WeakReference in .NET 3.5 for Unity there is a backport of it here: https://github.com/theraot/Theraot/wiki/Features