Hello,
I’m actually optimising a game for Android and I’m looking for every FPS I can find.
Basically I’m regularly activating GameObjects that have a large (100+) number of children each throught a Coroutine, everytime I do so I get a spike in the profiler. Upon closer inspection, the method that costs the most is Loading.LoadFileHeaders who is called by Loading.ReadObject which itself is called by GameObject.Activate.
Any pointers on what I can do to reduce the cost ?