[Solved] How do i get a ton of (non animated) sprites into the scene without lag?

Just as a programming tip/note, that Repeat for each instance of Stone event is unnecessary :

The Selector is in collision with Stone is enough to just get the stone that’s under the selector object. You don’t need to iterate over every stone object to check for the collision between it and the selector object. The collision event effectively does that for you.

In my game, once a tile is created, I give it an unique object ID variable, and I also save its informations in a global variable in this format:

Structure.TileX.TileY.ID

When I need to know if the cursor is over an tile, I do

Conditions:

Child ToString(floor(CursorX() / 16)) exists in global variable Structure

Child ToString(floor(CursorY() / 16)) exists in global variable Structure[ToString(floor(CursorX() / 16)]

Tile variable ID is equal to Structure[ToString(floor(CursorX() / 16))][ToString(floor(CursorY() / 16))].ID

In that way, I manage to know if the cursor is hovering a tile just by checking a single parameter (the tile ID match with global variable.)

It was for something else it’s leftover
I did not care for cleaning it up

I was wondering if pick all instances would be better solution
But at this point i do not have heart to invest in this project for now
I gonna test it later