# DestroyEvent(EventID)

> Destroy the event with the given ID. You should call this to free temporary resources associated with an event. Attempting to use the event after it has been destroyed, for example using IDeviceContext.Wait or IDeviceContext.IsCompleted will result in undefined behavior.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.LightTransport](/engine/6000.5/script-reference/unityengine/lighttransport.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void DestroyEvent(EventID id)
```

### Parameters

**** (\[EventID]\(/engine/6000.5/script-reference/unityengine/lighttransport/eventid)): ID of the event to destroy.
