Could Unity still use a GameObject Array/Batch instanciation process?

Sometimes we need to create a lot of game objects and do so at runtime e.g. procedural games / populate cities.

  • Therefore could an Array / Batch based instanciation API make this process faster and smoother?
  • Or could we do with a lighter than GameObject component that will be fast to instantiate in bulk?
  • Could Unity randomly generate a procedural Mega City demo?

You are asking for a fast way of instantiating objects?
Object pooling is what you need.
If you dont know what object pooling is, basically is spawning a lot of object when you first enter the game, deactivate them, and then, when you need one, activate it.

No I’m after a faster way to instantiate more game objects e.g. a batch based approach.