Should I use object pooling for Tilemap Tiles?

I am creating a game where the user can create and destroy tiles, and I assume a tile is a reference type. thus I should use object pooling? Or is there some internal optimization already going on with the Tilemap system?

My guess is that we are not really destroying tiles, nor do they exist as it might appear in the scene. If I use tilemap.SetTile(position, tile) I am telling a field(that’s stored in the tilemap, the Vector3Int) to point to that specific tile, which is not the same as Instantiating a game object. When I “destroy” a tile, I am telling the fieldto no longer point to that tile (setting it to null). So I guess the actual object only exists once, the tile, and the tilemap stores which positions point towards that (or other) tile.

Just a guess though…