>>287753370
I'm not sure what all you do with it but is there a reason you cant have all that but just have the tiles settle into a quantized position once you place them? Have them subtly correct themselves after you let go inside the correct collider region. Otherwise they can be normal physics object. If you're just limiting that to the pool, discard, and hand I wouldn't think that'd take away too much and would prevent the overhead sync issues from those tiles.
Alternatively can you loop over objects to sync to get under the limit? It's not like they need to sync until they actually get taken off the table right?