From c37986badfcbfe551b58bdfa4682781436a64149 Mon Sep 17 00:00:00 2001 From: Hyun Seungmin Date: Tue, 14 Oct 2025 17:32:25 +0900 Subject: [PATCH] correcting typos in README.md --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 18dee94..5a6fe63 100644 --- a/README.md +++ b/README.md @@ -262,7 +262,7 @@ If you want to support this case, you can use [Synchronous Workflow](https://doc However, this feature waits synchronously until all running **AsyncOperations** are finished, so be careful when using it. ## Object Pooling -Unity uses manu GAmeObjects instantiated from Prefabs. +Unity uses many GameObjects instantiated from Prefabs. However, instantiating and destroying is expensive, so they often cause performance problems. In cases where many instances of the same Prefab are created, such as bullets, it is possible to prevent performance degradation by creating a certain number of instances in advance and using them.