Pooling or Instantiating Enemies?

Making a game for mobile… What would be better on performance? Pooling or Instantiating Enemies?

If the amount of enemies is low, it doesn’t matter. It also depends on their meshes/textures and other things, like the phones you’re targeting.

Oh man, that’s a simple answer. Pooling is much more efficient than having to destroy and instantiate/initialize several objects repeatedly, each containing several components.

We had a game loading a scene which was blowing away a bunch of plants from the previous scene and instantiating new ones. This scene would take several seconds to load up and then would still cause a lag spike as the objects were initialized. Once I changed it to pool the plant objects and simply update the textures and animations it completely removed the lag spike.