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Question by ivangarciafilho · Mar 15, 2019 at 03:31 PM · prefaboptimizationreferencestreaminglevel-design

Cross scene referenced prefabs

alt text

To almost multiply the streaming speed of our levels we've decided to break down our "scenes" into "subscenes" like "oveerlaping scenes" .... where an "Act" has 8~13 "regions", with regions broken into 6 "overlaping scenes". This way we've achieved an smooth world streaming 10 times faster than just a single scene with "bloated" prefabs (high density hierarchy prefabs); However, to achieve that performance we had to completely BREAK our game scalability due to spreading the prefabs accross the scenes, it's almost impossible to keep designing our levels this way, because moving/rotating/scaling a single tree would mean updating it's position/rotation/scale accross the 6 scenes and it's getting worse when it comes to "humans" editing the scenes, because, to edit a single scene we have to lock the whole 6 scenes and even if we change the prefabs we would have to update it's 6 other parts ... how could we improve our workflow without breaking the performance we finally achieved?

I've already tryied something using GUID, but .... it's not worth at all : https://blogs.unity3d.com/pt/2018/07/19/spotlight-team-best-practices-guid-based-references/

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