I was reading that Unity does not store GameObjects being null literally, but instead overloads the == operator.
For this reason the null coalescence operators ?? ??= don't work on GameObjects or Components
But if GameObjects and Components are never set to the literal value null, and instead == is overloaded, is it unsafe to do a null check
if(component != null) as if(component)?
The latter option compiles and seems to work fine, but I don't understand why if it's not ever the value 0, and if this will actually cause problems down the line
Destroy()ed or filled-in by an editor placeholder) you can also useSystem.Object.ReferenceEquals(myComponent, null)\$\endgroup\$