Hi, I would like to lay out most of my level directly in blender, and then import into unity and attach scripts to the objects. However, i have many small, repeating details at different locations. It seems like Unity expects me to create a prefab asset for each of these in the editor, so as to batch things together for performance. I cant do this due to many reasons (mainly that the editor camera movement is so bad for tiny details, and top/left/side views and hiding geometry allow me to position more accurately and easily in blender). Should i just duplicate hundreds of objects in blender and position them with no thought to re-use and prefabbing, or is there a better way? Could i place empty points in blender as location markers, and parent assets to those in unity? What other ways can i approach this?