Hi! I have a lot of GameObjects in my scene (more than 50k). At some point in the game, I need to activate or deactivate a lot of them. My goal is to achieve this smoothly and avoid lag spikes as much as possible. Doing this in one frame causes lag. Making them childs of an empty object and then deactivating that object leads to the same result. I thought about using multi-threading, but then I read that the Unity API is not thread-safe, so I wouldn't be able to modify the GameObjects' state in another thread. I also tried coroutines, but there was still noticeable lag. Is there a way to achieve this without lag, or is it plain impossible? Thanks in advance.