Can u "bind" game objects together to increase performence in an explosion or traffic jam?

I have heard that the engine is bad at keeping track of lots of single game objects (in an explosion). Why is that when they are sharing the same material? Is that because the program needs to calculate all positions for each of them? And if so, is there not a trick to get around that? I was thinking of: instead of moving objects bind them together and move them by scaling the parent (for explosion). And in my Sci-fic scene where I have a lot of cars flaying around parent those who move with the same direction and speed. Is there btw a difference in performance when ur moving two parented cubes together or moving one gameobject that contains two cubes was because they “merged” together in blender. Thanks for any help.

Hi there! There’s a lot of ideas to unpack here. Unity has many features that address the types of things you’re talking about, but my response can only be as direct as your question… here are several items of interest that should address your needs!