I don't know whether this is an issue for builds, but I keep getting MissingReferenceException (trying to access object that is already destroyed) in the OnDespawned(T item) method of MonoPoolableMemoryPool, when I exit play mode in the editor. Maybe a race condition when the scene is unloaded?
A simple null check within that method resolves the issue.
I think this is more an issue with when you are triggering the OnDespawned event rather than an issue with MonoPoolableMemoryPool. How are you triggering OnDespawned?
I don't know whether this is an issue for builds, but I keep getting MissingReferenceException (trying to access object that is already destroyed) in the OnDespawned(T item) method of MonoPoolableMemoryPool, when I exit play mode in the editor. Maybe a race condition when the scene is unloaded? A simple null check within that method resolves the issue.