Hi everybody!! I have a question regarding the use of pooling systems. The idea behind a pooling system is to avoid the need of massively creating and destroying instances. For that we have to rely heavily on activation and deactivation of said instances. I’ve read that activating and deactivating instances in GML can lead to lag and poor performance. With that in mind is a pooling system more efficient or less efficient than simply creating and destroying instances?! I tried to benchmark both approaches this but since the deactivation and activation of the instances doesn’t occur instantly (but during the end of the step) I don’t know how I can compare the both. Needed some help!