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Issue with instantiation delay that pooling doesn't fix
I'm making an fps that uses fast-moving projectiles, shot from a fast-moving player. I immediately ran into an issue with my projectiles, in that moving would cause the projectiles to spawn where the projectile spawning transform 'was' rather than where it 'is'. After searching around I thought the issue was with the slight delay caused by instantiation, and that I should instead pool my projectiles and move and activate them as necessary instead. So I purchased a pooling manager from the Unity asset store and implemented it as per the manual, but still the problem persisted identically to before. Is there any way to remove this 'instantiation delay'? Have I wasted my money on this pooling manager for no reason?
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