Async loading impact main thread performance

Hello,
I was thniking using Async loading (Addressables.InstantiateAsync) would have no visible impact on main thread and render fluidity. But it seems I’m wrong.

Every 3 sec I load 2 big assets with Addressables.InstantiateAsync, and I get noticeable time spikes in player loop :

First one is even worst :

Others :

Is there a way to load assets without impacting main thread performance and avoid any rendering/input lag?

Thanks

You wouldn’t want to use InstantiateAsync. Use LoadAsync, and then, when you can afford the lag, do the instantiation.

Thanks, so there is no way to do the instantiate part in a thread out the main one for now in Unity (perhaps with the ECS /dots, but I guess it’s no production ready) ?
If so, the only way to minimize lag is to instantiate by small pieces delayed in time?