While my project runs in Firefox, I see that in Activity Monitor, FirefoxCP Web Content is hovering around 30% of CPU, while Firefox hovers around 8%. In Chrome, I noticed similar results. When I began the project, my intention was to make a banner of a single repeating sprite which reacted slightly to some windy noise and mouse over / clicks. Nothing fancy. Something that could simply load quickly and offer basic interaction for fun. Unfortunately, 30% of the processor is too much for a simple banner. I stripped all OnUpdate functionality, and found that the performance increased slightly but not significantly. I noticed that the DungeonZ project runs at about 10%. This project is similar because it simply uses a bunch of sprites. DungonZ uses the tile system, mine is just instantiated on a loop the first frame. My project contains a 100x100 image and a 32x32 image. The 32x32 image is repeated across the scene. I have commented all functionality and I have removed all modules except for Core2D, Image2D, Sprite2D, and Tweens. I would like to understand how to make Tiny Unity projects performant. Any ideas? EDIT: This seems to be directly related to the number of Entities generated in the first frame. I have it coded so that I can click on them to destroy them, and I can see a dramatic change as they are destroyed. With no entities left in my scene, I get about 10% instead of 30%; This leads to the question : Is it better to copy a child of an entity instead of creating lots of Entities? I'm going to try that next. Second question : would it be faster to create them in a tile grid?