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Gotcha. I do Destroy() the objects using an invisible wall behind the player. But both Instantiate() (spawning function) and Destroy() itself has some performance costs. It’s better to use object pooling in this case… so we reuse same oranges again n again. I’m just not experienced enough using object pooling, so I didn’t end up using it. 😂

(+1)

That's fine, optimization is usually the last thing one usually thinks about. I don't do it most of the time haha. The wall idea works great, good workaround! Nice!