Issues with assets specifically loaded from a server

I’ve got a very simple application that loads tree models from a server at specific positions on a small terrain. When I was first setting it up, I just loaded the trees from prefabs in webgl builds to do some frame rate testing. After that was done, I put uncompressed asset bundles on a google server and used the UnityWebRequestAssetBundle class to get them. This also works just fine, and the trees are loaded in a reasonable time and at the same frame rate as before. However, for some reason after I place trees using this method and move a camera toward them, I get a huge amount of freezing. It will stop and freeze multiple times up to an entire second, but the frame rate never drops. This is really strange, because my objects don’t have any LOD’s to swap between or anything other than materials and meshfilters/meshrenderers. Additionally, no stuttering occurs if I just leave the camera there indefinitely, and the framerate remains consistent.

I decided to try and run a profiler on it, but I’m using unity 2020.3.7f and the autoconnect profiling doesn’t seem to work, which is the only way to connect the webgl profiler if I’m understanding correctly. I apologize for not having that information, I’m sure that’d be really helpful in figuring out what’s going on.

Thanks so much for any tips, I really appreciate it!

UPDATE:

I tried making a 2022 version of the build, and the problem persists, but I was able to get the profiler to work and see if I could get anything useful out of that. the first image is what the profiler shows when I load the assets from a server and move across the terrain until eventually the camera is not rendering any trees twice (the troughs in the rendering graphs at close to 0) and then moving back and looking at all the trees again where you’ll see the graphs flatten out. The first peak to trough is longer, because the app was hitching the first pass through the trees, but not hitching the second time the camera passed through them

I did a similar tests with prefab assets to see what the profiler showed with those, which is the second image. The main difference between the two is that the Batches Count and SetPass Calls Count are much closer to the Triangles/Vertices Count compared to the assets loaded from the server.

If any more clarification could help please let me know. And thanks again so much for your time!