Are there any retain cycle gotchas in Unity?

I am wondering if there are any pitfalls that I may encounter since I am starting to quite often create references to parent game objects from scripts attached to child objects. If I destroy the parent object, are all child objects still deleted with no memory leaks if they have a reference to the parent? I was particularly wondering if this can ever cause retain cycles when building to iOS. Thanks!

You should be good. When you destroy an object, every child object is also destroyed. In addition, every reference to that object is set to null, and the Garbage Collector will do it’s thing after a while.