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Performance Issues #2

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@BlueAwesomeDinosaur

Granted, I did come across this when updating a moderate area of tiles (20-30) every tenth second, but I thought I should note this just in case performance can improve.

If possible, maybe object pooling could be used and/or the generate button could include deleting/reusing the old gameobjects that make up the mask?

Apologies for posting another issue so soon after my last.

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