2 days ago - faatal - Direct link

Destroyed objects in Unity become effectively null if not actually null all the time. This is standard behavior.
What actual bug are you seeing?

1 day ago - faatal - Direct link

But if you check a reference to a Unity object with if (Object) it will use the bool overload to return true/false correctly or use if (Object == null) or != that also works. We do not use if (Object is null) and do not have issues as all our compares are consistent.

1 day ago - faatal - Direct link

Why don't you just do if (entity) in your code? It would be false when the entity is destroyed. That would make your code compatible with our code.