benchmark: Destroy << SetActive (false)

1000 go.SetActive(false) is about 4x slower than 1000 Destroy(go)
Is that expected?

Off course pooling still represent an advantage when the GO have loads of scripts with inits but I wasn’t expecting Destroy to be so fast.

Just a guess but I believe Destroy just marks an object for being destroyed (unlike DestroyImmediate) so it seems fairly reasonable that doing that would have almost no cost, because it’s not actually doing the destroying.