RookieDev No problem, I enjoy helping people out so I live in the 'How do I' forum as a side activity while making my game, ha ha. And thanks for the compliment, .
From what I've noticed and read the main performance loss from LOS is if you apply it to individual objects and have a lot of them. To work around that, you should make a family for them. For example, if you had 20 platform types all with LOS and on one screen with a lot other things happening, it might drop performance a little, so if you put the platforms in a family (fam_platforms) and put the check on that, it will only trigger the platforms that are within the LOS of the spawners (LOScheckObj).