Should I destroy bullets? How?

I’m trying to make an FPS, and I’m instantiating and cloning bullets. Anyways, these bullets hit the floor and don’t disappear, it’s a single player game where only you shoot, but I’m worried it might lag if a lot of bullets are fired, I tried making a timer and destroying the bullet but i don’t know how to destroy each clone separately. I read something today about RayCasts, which seem like a much better way to handle FPS shooting, but I found it pretty complicated and decided to leave that for later when I become more advanced.

So my question is, should I destroy the bullets? can a few hundred (possibly up to around 1000) bullets make the game lag?

If so, how do I destroy each clone separately after a few seconds?

(Tried making a script that i put in the bullet mesh that makes it destroy itself after 5 seconds, but after 5 seconds into the game if i fire a shot it says “the object has been destroyed but you are still trying to access it”)

Thank you in advance.

Easiest way to do this is to start the destroy timer when you instantiate the bullet because it sounds like you are calling from a pool of game objects already in the scene for them to be destroyed like that. Show the code you use to instantiate the bullet and we can help you further.

Just put a script on your bullet prefabs that invokes a death function after a certain time period.