Hi Trying to anticipate possible issues with a cloned array. I've defined 2 public accessors like this Code (CSharp): public GameObject[] Icon_Prefabs; //size gets set in inspector! drag prefabs in there! public GameObject[] clonedIcons; And then in my Start method I have Code (CSharp): void Start(){ for (int i = 0; i < Icon_Prefabs.Length; i++) { clonedIcons[i] = Icon_Prefabs[i]; } } And lastly in my Update I am constantly Instantiating GameObjects from the clonedIcons Array. These GameObjects Destroy themsleves after a random interval. Will I encounter memory leaks or other issues using this logic(with a cloned array)?
clonedIcons is just going to be a reference to the objects in the Icon_Prefabs array. I'm not sure why you are using it. Although, if you are creating a destorying objects every frame, look up and study object pooling.