# Possible Bug + Fix on Game.Destroy for multiple Phaser instances

**URL:** <https://phaser.discourse.group/t/possible-bug-fix-on-game-destroy-for-multiple-phaser-instances/3578>\
**Category:** Phaser 3\
**Created:** [August 26, 2019, 2:16pm UTC](https://phaser.discourse.group/t/possible-bug-fix-on-game-destroy-for-multiple-phaser-instances/3578 "2019-08-26T14:16:08Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![Fractal\_Games](https://yyz2.discourse-cdn.com/free1/user_avatar/phaser.discourse.group/fractal_games/32/1513_2.png) [@Fractal\_Games](https://phaser.discourse.group/u/Fractal_Games)\
**Post date:** [August 26, 2019, 2:16pm UTC](https://phaser.discourse.group/t/possible-bug-fix-on-game-destroy-for-multiple-phaser-instances/3578/1 "2019-08-26T14:16:08Z")

</div>

Hi all,

I have been investigating a weird bug. I have managed to fix it in a “hacky” way, which makes me think that it is a possible bug with Phaser 3.  
When clicking on fullscreen, the game enters and then quickly exits fullscreen.

**Setup:** We have 2 Phaser Game instances - one for the preloader (due to separation of concerns, multiple preloader options etc.). When the first one is created the following code is executed from Phaser (line 72432 in phaser.js)

```
    listeners.fullScreenChange = function (event)
    {
        return _this.onFullScreenChange(event);
    };

```

This also happens when we actually create the game. The problem is that:

`game.destroy(true) // or game.destroy(true,true);`

does not unsubscribe from this (and possibly other) signal (s). This is why the event was called twice.

**FIX:** We fixed it by calling:

`game.scale.stopListeners();`

right before destroying the game.

My questions are:

1. Is this really a bug, or is there a better way to completely destroy a Phaser Game Instance?
2. Shall I create a bug on github?
3. Is there anything else that is not destroyed when destroying a Phaser Game Instance?

Thanks!
