I know there could be either “Game Object (Clone)” or “None (Game Object)”. But what about “Missing (Game Object)”? How do you check to see if the game object is missing, or actually gone?
Destroying a game object that other game objects have references to can easily break or make the game.
A good tip is to check against GameObject.InstanceID this numbers are alway unique, i have it integrated in to my pooling logic, it never fails… Happy that you got it sorted.