2D Tilemap which way to go - memory-wise

I’m working on a 2d platformer and using a 2d tilemap structure.

What I’m currently doing is instantiating tile gameObjects only inside visible camera area, and destroying tiles that are not being seeing.

I’ve read somewhere though that when dealing with texture objects, automatic garbage collection is not enough.

I don’t remember what the catch was, though.

Can someone enlighten me about this?

I guess it’d be important to know this regarding every other gameObject, actually (enemies DO have sprites etc.)

I highly recommend you consider one of the existing tile system packages on the Asset Store. It will save you a lot of headache just for the price of a McDonald’s takeout.