We made a simulation of the PGG characters on the global map so that they could swim between the islands, instead of the usual teleport.
Because We have a lot of 75 of them, then at the moment of transition from the global map to the sea, we have a noticeable lag, all 75 characters move.
We tried to load them dynamically via time_events.c. But there, each PGG creates a microlag when loaded, which is not very pleasant to feel.
How can you optimize this at the engine level? Or should we revise and rewrite the method?