Is your game using a lot of frame animation or tweening, or is there a lot of collision detection or physics effects in the game? If you are doing a lot of calculations in the update callback this could also cause this problem.
My project has only 1 scene, and the transition between different pages are done by setting nodes to active or inactive.
For animation/tweening:
I have a slide in/out animation for a node using the Animation component (only happens when I transition between different nodes), just modifying the X position of the node
A looping animation from left side of the screen to right side of the screen, also using the Animation component and modifying X position of node
A loading screen with a GIF that I converted into individual frames (56 frames, each frame is 900x900), and animated the SpriteFrame in the Sprite component using the Animation component.
For collision detection/physics effects:
does the scrollview component count as collision detect? I have a scrollview where I instantiate 50 prefabs, each one has 5 label nodes and 1 sprite node (1920x2), and I will detect if the scrollview has reached the bottom, it will instantiate another 50 new prefabs in the scrollview
For update:
Detects if the current device is on PC and if the current window aspect ratio is too thin or wide
Are there any general guidelines that I should follow to properly reduce the number of simultaneous animations in the game? Or things that I should avoid/not do when doing animations?