Quick answer: Pool objects so spawning reuses instances, spread large spawns across several frames, and warm up assets and shaders ahead of time so nothing compiles or loads during the spawn.

A hitch when a wave spawns is the cost of creating and initializing many objects in one frame. Pooling and spreading the work removes it. Here is how.

How to fix it

1. Pool the objects

Pre-create a pool of enemies or objects and activate them on spawn instead of instantiating. This removes the allocation and construction cost that causes the spawn hitch.

2. Spread spawns across frames

If a wave is large, spawn a few per frame over several frames rather than all at once. The spawn completes nearly as fast but without a single heavy frame.

3. Warm up assets and shaders

First-time asset loads and shader compiles during a spawn add to the hitch. Pre-load the assets and warm the shaders for spawnable objects so the spawn itself only activates ready instances.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.