I am working on a kind of "paint splatter" program. I instantiate a lot of tiny objects (10s of thousands) to create an effect on the screen. I am finding that performance is slowing down to an unacceptable level. This happens after the objects are drawn on the screen - Camera.Render continues to use an enormous amount of CPU, even though the objects are static. The objects are all the same prefab, colored and sized differently. Is there a way to optimize this?