So I want to create a large amount of simple objects
at startup because basically it’s for editing and you can spawn in alot of these simple objects at once so I don’t want to trash the framerate by using 200 calls to instantiate in one frame.
so I decided to implement an object pooling class that creates them at runtime and has retrieval/return functions.
The issue is the creation itself during void Start()
im not sure if i need to do some kind of heap pre allocation or use a different function even (perhaps awake instead of start?)
But the game throws something called a broadphase entity error (which I gather has to do with basically having a bunch of colliders created all at once)
I do object creation in for loop and after each instantiate I disable the created object but it still gives me an error.
Is there a way I should use to create objects during load as it were.