trying to activate gameobjects without game pausing

I am using occlusion culling and no matter what I try I always have a bunch of gameobjects showing that aren’t visible to the player. So I made my own colliders that turn on and off gameobjects that I know the user wouldn’t be able to see. I am using gameObject.setActive() to hide and show the gameobjects. It seems to work fine hiding them but when I try to reactivate them it causes a noticeable pause in the game. I’ve tried using coroutines and threads too. The coroutine also causes the game to pause and the thread crashes when I try to reactivate the gameobjects though it does work to hide them. What is the correct way to do this? Culling is able to turn them on and off without causing a delay.

Warmest regards,
Chris

Solved. Enabling/Disabling the mesh renderers doesn’t cause the lag even though I’m searching through thousands of objects and enabling them.