I have a nonmono enter code here
"Tile" class, which holds a reference to the tile gameObject. Basically its an infinite level. The Tile class holds alot of data, and so if I were to pool the objects, I would have to reset all of said data each time. Is it worth it to pool?
If you think you might be spawning thousands of tiles during a game then it might be easier to use Object Pooling to reduce memory usage, this is usually more relevant for mobile games. Another option is to set it to an inactive state when it is out of view of the player, this helps keep the game running smoothly, though I only use it if I plan to re-use the tile. If I was not going to ever show that tile to a player again then I would destroy it so it would get garbage collected sooner.