Timeline for Unity prefab object limitations
Current License: CC BY-SA 4.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 1, 2020 at 20:02 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Feb 2, 2020 at 20:00 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Oct 5, 2019 at 19:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
| Sep 6, 2019 at 20:37 | comment | added | Pusche | OMG, additive scene loading was the missing component. Literally the last piece of my current puzzle. I seem to have completely missed the fact that the scene workflow has improved so much. Also regarding the prefab limit, I did not say it could be in the realm of 1000 objects, I said i could have 1 or more prefabs each with a 1000 objects for each tile, with possibly a 100 tiles. It was just a concern related to scaling. Its hard to find info or guestimate these things when working with tech I did not write. | |
| Sep 5, 2019 at 20:09 | comment | added | DMGregory♦ | This sounds more like a case for additive scene loading than for prefabs. In any case, what evidence have you gathered that leads you to suspect prefabs introduce any new limitation in the realm of 1000s of objects? | |
| Sep 5, 2019 at 18:34 | answer | added | Toron | timeline score: 1 | |
| Sep 4, 2019 at 21:27 | history | asked | Pusche | CC BY-SA 4.0 |