Thank you guys, this helps a lot... I'm learning all by my self, no mentors or friends to help around here, so every tip and idea gives me a million new possibilities here.
Haralds have a great way of building it, but once I came from a design background, I find easier to position objects by hand and not coding the positions. I think it would be a real nightmare for me to do it with vars x and ys...
Based on his idea, right now I'm creating the levels by hand with copy paste, and positioning the objects, then I group the objects in nulls called "level 1", "level2", etc... this way I can see where every object is on all the levels of the game.
Then I copy this group null for a scene called "level 2", "level3", etc.
I start the game with one level loaded and at the end of each level, on a pause moment, I load the level async, additive. Then I destroy the previous scene null.
It can be dumb, but its working so far.
But with this info from Jean, things can get a lot easier...
So if i enable and disable the objects they won't affect my performance?
Can I load the scene with everything on it and just disable everything is not at the camera (and enable every time)? If this works could be my best option...
Or this just work if I use a pool? Because as I could understand the pool is just a different way of moving objects that are there.
Also I tried to use this occlusion option with unity but it seems to slow things and skip commands, I'm not sure.
So I'm positioning everything and studying ways of letting things run smooth, and you are helping a lot.
Thanks again.
Doug.