Respawn pooling isues...

public GameObject enemy;
public int amountToPool;
public List poolObjects;
EnemyHealthBar health;
public Text text;
Transform spawnPoint;
Enemy respawnNew;

// Use this for initialization
void Start()
{
    health = FindObjectOfType<EnemyHealthBar>();
   
    

    poolObjects = new List<GameObject>();
    for(int i = 0; i < amountToPool; i++)
    {
        GameObject obj = (GameObject)Instantiate(enemy);
        poolObjects.Add(obj);
        text.text = "Enemies " + poolObjects.Count;
        
    }
}

private void Update()
{
    RemoveInactive
}

public void RemoveInactive()
{

    for (int i = 0; i < poolObjects.Count; i++)
    {
        if (!poolObjects*.activeInHierarchy)*

{
poolObjects.Remove(poolObjects*);*

text.text = "Enemies " + poolObjects.Count;
GameObject obj = Instantiate(enemy);
poolObjects.Add(obj);
//enemy.SetActive(true);
}
else
{

return;
}
}
Cant Remove from list everytime the object is inactive or destroyed don’t know what do… It makes as much sense too me but the code never does it >:O

hi;
i saw sometimes that these list functiond dosnt work correctly;
how about just Null it ?
poolObjects = null;