
Unity 5 Game Optimization
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The previous pooling solution is useful for typical classes, but it won't work for special Unity objects, such as GameObject and MonoBehaviour. These objects tend to consume a large chunk of our runtime memory, can cost us a great deal of CPU usage when they're created and destroyed, and tend to risk a large amount of garbage collection at runtime. In other words, the main goal of Prefab pooling is to push the overwhelming majority of object instantiation to Scene initialization, rather than letting them get created at runtime. This can provide some big runtime CPU savings, and avoids a lot of spikes caused by object creation/destruction and garbage collection, at the expense of Scene loading times, and runtime memory consumption. As a result, there are quite a few pooling solutions available on the Asset Store for handling this task, with varying degrees of simplicity, quality, and feature sets.
It is often recommended that pooling should be implemented in any game that...
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