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Question by Rad226 · Mar 08, 2018 at 04:17 PM · c#unity 5level load

Enabling/Disabling or Instantiating objects between scenes?

I want to programmatically generate levels with rising difficulty. Level scene is ready and working. What would be more efficient in context of generating each new level from code:
- have a scene full of inactive objects and just activate them in order
- or have empty scene and instantiate everything from prefabs

Any feedback would be helpfull :)

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avatar image spraw · Mar 11, 2018 at 01:18 AM 0
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Not sure what you mean by more efficient. Option 1 will lead to super messy scenes over time and can be hard to maintain. Option 2 works very well from own experience.

avatar image hexagonius · Mar 11, 2018 at 06:55 AM 0
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For me generated and scene objects don't go well together. As soon as it's unclear where something needs to be in a scene, instantiate it. Only cullpit: async scene loading works smoothly only with scene objects since instantiate runs from within the scene. So if your scenes are co$$anonymous$$g to be huge preinstantiated objects lead to better user experiences

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