Better way to do this? (Pathfinding related)

I have coded up an A* algorithm that uses placed nodes in my scenes to create a path. The problem is that there are around 12,000 nodes that need to be placed and when I place that many it makes Unity run incredibly slow. The node objects only have 2 components (transform and Node.cs) attached to them. Is there a way to have these objects in my scene without having Unity run so slow?

Note: I know someone is just going to say use Angry Ant or another pathfinding system. But for this particular game those methods will not work.

Thank you.

Do you really need each node to be a game object? Maybe you could batch a bunch of simple classes in one master game object, that manage your node information? You could just do with a struct or a class for each node probably, which are kept in a collection for your manager.