Emitter Releasing OnDestroy()

Hello,

We’ve had a few problems with memory leaks lately and it seems to be coming from emitters stop trigger…. There are some emitters where we set the stop OnDestroy but they’re not being released properly, I’m debugging like this

`protected override void OnDestroy()
{
    if (!isQuitting)
    {
        HandleGameEvent(EmitterGameEvent.ObjectDestroy);

        if (instance.isValid())
        {
            RuntimeManager.DetachInstanceFromGameObject(instance);
            if (eventDescription.isValid() && isOneshot)
            {
                instance.release();
                instance.clearHandle();
            }
        }

        DeregisterActiveEmitter(this);

        if (Preload)
        {
            eventDescription.unloadSampleData();
        }
    }


    if (IsActive) {
        Debug.LogWarning($"IsQuitting: {isQuitting}. Active Emitter: {gameObject.name}. StopTrigger: {EventStopTrigger}.");
    }
}`

We’re also not reloading the domain when entering play mode which could be causing instance to stay around too but that doesn’t explain why some emitters which are marked to Stop on destroy aren’t being stopped

Thank you for your time!