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Question by Maeslezo · Jul 15, 2016 at 11:13 AM · editorprefablistserializationdontdestroyonload

Private list is serialized inside a prefab

Hello,

I have a prefab with a protected list. The list is serialized inside the prefab, even when I stop the editor.

I have no clue how this is happening. The problem is when I play the editor, the list keeps its last state, instead of be a new one as it should be.

Of course I just could clean the list, but this is a very weird behaviour and I would like to understand what is really happening.

I have an intuition that is about that the prefab has DontDestroyOnLoad, but I have tried to reproduce the same problem with a very small script without success.

Any idea about this could be happening?

Thank you

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avatar image _dns_ · Jul 15, 2016 at 02:58 PM 0
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Hi, I think it's because Unity uses some kind of resource manager to manage it's prefabs that optimizes loading/deserializing/object life. The prefab is then never removed from memory until the editor is closed (think of it as a memory-mapped file). This is very convenient to modify a prefab with editor code and keep the modifications on the disc (e.g. procedural/generated data), but it can be disturbing with private fields. The general best practice is that a prefab should only contain read-only data or be instantiated. Usually, it ends up with 2 objects, 1 containing readonly data and one containing dynamic data during gameplay. It can then be convenient & more optimized to use ScriptableObjects ins$$anonymous$$d of gameObjects + $$anonymous$$onobehaviors to contain readonly static data.

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