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For anyone looking for an answer to this, I worked around it by calling "AssetDatabase.StartAssetEditing();" before creating/editing any assets...
There is no need to unpack the prefab in order to delete one of its children: public static void DeleteChildFromPrefab(string prefabAssetPath) {...
Managed to resolve the issue by changing "Detect Chunk Culling Bounds" to Manual, and the "Chunk Culling Bounds" to some high value (in my case I...
I have the same issue, currently have a 84 GB Editor.log file sitting on my C drive... Should there not be a limit on the size of these logs?