Frame-Skip in VR Experience

I'm currently working on a VR project in which there seems to be a frame rate drop for a split second ever time a certain code is activated. The frame drop only happens in the Quest 3 headsets that we're publishing to.

The said code is a C# Switch, in which each case plays an audio clip that's located in a resource folder, animation clips, and enables/disables specific objects.

The frame rate doesn't dip at any other time other than with the C# Switch goes from case to case. Does anyone know why this would be the case, and how to fix it?

Check the profiler when running the build to see what causes the issue

that's a lot of main thread activity, you need to preload your resources folder stuff, or use the async function and see if that gets better