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Instancing is a GPU rendering optimization where many objects using the same mesh are rendered in a single draw call, with a separate buffer containing the data that should be unique for each instance of the mesh (including its transformation matrix, and potentially other information like tinting or shader parameters).
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Instantiation taking too long?
First off, there's inconsistency in your "DelayedSpawn" method name. When you call StartCoroutine its called "DelayedSpawn", but the coroutine method seems to be named "DelayedSpawnC".
Second, your " …