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I wanted to ask, how C3 deals with memory while constantly destroying/creating instances? In unity they use this technique, called object pooling in order to keep memory "clean" (basically creating a pool of instances and reusing the same object to create a "new" and not destroying anything).
C2/C3 has this pooling system too.
Once I was having performances issues with my game, so I made my own pooling system through events, but it didn't made any impact in the performance because C2 already did this.
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ok, good to know