Search Unity

Resolved Too many massive prefabs

Discussion in 'Prefabs' started by l33t_P4j33t, Dec 30, 2020.

  1. l33t_P4j33t

    l33t_P4j33t

    Joined:
    Jul 29, 2019
    Posts:
    232
    I have hundreds of massive prefabs stored within a scriptable object, and the game works by instantiating these prefabs at runtime at random

    however, its getting to the point that unity editor crashes whenever i open a directory with the scriptable object. I assume how it works is that whenever there is a reference to the scriptable object, all of the game's assets also have to be loaded too, no?

    whats a non terrible solution?

    the only alternative i can think of is splitting the prefabs into hundreds of scenes, including them in build, loading them at runtime and then doing GameObject.Find("prefab-#432"); but that's pretty terrible
     
    Last edited: Dec 30, 2020
  2. l33t_P4j33t

    l33t_P4j33t

    Joined:
    Jul 29, 2019
    Posts:
    232
    something something asset bundles
     
  3. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,609
    I can think of two ways of the top of my head:
    1. Use LazyLoadReference to reference Prefabs.
    2. Integrate Addressables and use AssetReference to reference Prefabs.
    I haven't used LazyLoadReference myself yet, but I would try this one first. Integrating Addressables in an existing project can be a tremendous task and I ran in many issues doing that.
     
    l33t_P4j33t likes this.