Reparenting Transform Performance

Anyone find a solution to the poor performance related to re-parenting a GO?

I’ve found a few threads on the subject, but the one concrete suggestion I’ve seen, which is to disable colliders - does not have the desired effect - i’m creating a grid of 120x80 and seeing ~5s startup time vs ~4.6s startup using collider disabling code.

Any silver bullets for this particular issue out in the wild :slight_smile: ?

To be clear, my code is something like this:

GameObject myGO = GameObject.Instantiate( myPrefab ) as GameObject;
myGO.transform.parent = transform.parent;

Nobody has encountered this one?

Creating 9,600 separate objects won’t work very well. You should probably be using the Mesh class to create chunks.

–Eric