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I had similar issues in a grid based procedural level generator that used two trigger zones per tile also. The trigger zones were a huge draw on my overall gameplay thermo and slowed everything to a crawl, even edit mode became too slow to manage.One suggestion might be to try remove one trigger zone leaving just one on each block. Then add a keyframe and use the grid to rotate the block 90 degrees. This will also rotate the trigger zone. Power the keyframe via a global timer (just one timer) and use wireless transmitters and receivers. A timer set to 0.1 should all work fast enough to check in the horizontal nd vertical for match threes. This is only a suggestion as I don't know if it help at all since it does require more logic, but less trigger zones. Let me know if it helps.