Hm, I was told that the Amount of Sprites in the Scene doesn't matter at all, it's about the TextureAtlasses and the size of them.
But just for the sake of interest, maybe it will come in handy:
If a GameObject with a FSM attached is deactivated at start and is activated by the camera-"movement", there is only one solution, isn't it:
- there has to be another GameObject (an empty one, let's call it: "DistanceChecker") which has a FSM attached and is positioned at the same spot the deactivated one is;
- from there that DistanceChecker will...yeah, check the Distance
and if the camera is near - the DistanceChecker activates the deactivated GameObject.