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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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