Why is SceneLoading slow with big Animations?

So i am working on a simple game. I have a Scene with a ScrollView handler that generates Content for a ScrollView. This handler Holds 3 Gameobjects, that use an Animation. All of these Animations are just animating the Image. All of these Animations have over 90 Keyframes because the animation is over 90 Images long for all of these 3 Gameobjects. When i remove those 3 Objects out of the ScrollView handler, the Scene loads seasmlessly. When i have these 3 Objects in the ScrollView handler, the Scene Loading takes up to 2 Seconds. This game is supposed to be an Android game and I want to have seamless Scene transitions without a Loading Screen because in this case that would be purely annoying.
How would I fix this?

All Help would be highly appreciated. Im stuck with this Problem for many Days now and I really dont like to go the way with Async Level Loading and creating a Loading Screen.

It sounds like you’re using sprite animations. 90 images x3 gameobjects is 270 images. How big are these images? Are they compressed? Are they sprite packed or atlassed? If each image is 4mb for example, then you’ve added 1gb of textures that need to be loaded into memory when you start the game. This is the reason your startup is slow - you’re simply loading a lot of data with that animation. The solution to reduce load times is to reduce the amount of texture data in your animation - by compressing those textures, restructuring your animation to use less images, or find another method (rigged/puppet animation or video players).