# Update a disposed object

**URL:** <https://forum.babylonjs.com/t/update-a-disposed-object/27798>\
**Category:** Bugs\
**Created:** [February 18, 2022, 7:33pm UTC](https://forum.babylonjs.com/t/update-a-disposed-object/27798 "2022-02-18T19:33:21Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Alecell](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/alecell/32/18099_2.png) [@Alecell](https://forum.babylonjs.com/u/Alecell)\
**Post date:** [February 18, 2022, 7:33pm UTC](https://forum.babylonjs.com/t/update-a-disposed-object/27798/1 "2022-02-18T19:33:21Z")

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On [this thread](https://forum.babylonjs.com/t/hard-fps-lost-when-movin-meshes/27749) we figure out that I was facing a weird FPS drop because I was updating a disposed mesh, that makes me think, update a disposed mesh shouldn’t throws an error or at least a warning? 🤔

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**Author:** ![roland](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/roland/32/38940_2.png) [@roland](https://forum.babylonjs.com/u/roland)\
**Post date:** [February 18, 2022, 9:24pm UTC](https://forum.babylonjs.com/t/update-a-disposed-object/27798/2 "2022-02-18T21:24:00Z")

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@Alecell there is no reason to waste extra CPU cycles on this. It’s definitelly not a bug. You are responsible for your code and as I wrote you earlier here

> [@Hard FPS lost when movin meshes](https://forum.babylonjs.com/t/hard-fps-lost-when-movin-meshes/27749/28):
>
> There is a `mesh.isDisposed()` function available so if you are not sure whether your mesh is disposed at the time you are accessing it for any reason, use it.

you can easily check the disposal state of your meshes.
