Hey, I've got a question about a general workflow and would like to ask for some comments and recommendations about options and their pros and cons. Situation: I'd like to change my assets at runtime. Let's say may game uses assets in different flavours, each asset is modular and can be exchanged one by one (flipping materials won't work here). I like to build the small world/levels with one base asset in the editor but want to allow: a) me to change to flavour during design phase b) the user to change the flavour during runtime The very first idea was to swap scenes (same world in different flavours) or having a parent gameobject with the flavours and enabling/disabling them. However, both ways would lead to unmaintainable situations as I'm pretty sure that more flavours will follow. Each structural change would lead to 3 to x changes in fact. My current approach is to create prefabs with all flavours attached like this structure: - Fence [Script: ExchangeableAsset) --- Default (enabled by default) ----- a low poly fence asset --- HighRes (disabled by default) ----- a high res fence asset --- Pixelated (disabled by default) ----- a pixelated fence asset I'd then create two actions (one for editor, one for game mode) that cycle through all "ExchangeableAsset"s and disable the "default" ones while enabling the highRes or Pixelated ones. I'm pretty sure there must be better ways. How did you or would you implement such a feature?