Hello everyone,
I’m currently working on a project in Unity, and I’ve run into a problem with instantiating GameObjects that is affecting my game’s performance.
Issue: Whenever I instantiate a large number of GameObjects at once, my game experiences significant lag and frame drops. I’m trying to find a more efficient way to handle this, but I’m not sure where to start.
Details:
- I’m using
Instantiate()
to create multiple enemies at once. - The instantiation occurs within a coroutine to manage the timing, but the performance still suffers.
- I’ve tried pooling objects, but I still notice performance issues when I spawn them in bulk.
Questions:
- What are the best practices for instantiating multiple GameObjects without causing lag?
- How can I effectively implement object pooling to improve performance?
- Are there any specific settings or optimizations in Unity that I should consider?
Any advice or insights would be greatly appreciated!
Thank you in advance for your help!