- Home /
The question is answered, right answer was accepted
Spawn Prefab or FBX model after import?
I need to dynamically spawn more than 3000 objects at runtime, the objects will come from around 50-100 different FBX files which are imported.
These often change/gets updated while we develop on this project, so I have a lot of manual drag'n'drop to Prefabs.
My question is:
If all we do with the Prefabs is Resource.Load, there is no extra scripts or anything within them. Do we need Prefabs at all or can we spawn/initiate the objects directly? and - better yet, is there a performance issue for less objects = less complexity or is it worse without the Prefab?
Note: the level is loaded from a large SQL-db, including a list of which objects (Prefabs is equal to which spawnobject).
Answer by BerggreenDK · Jul 19, 2011 at 09:44 AM
I've found my answer myself and posted how I did it.
http://answers.unity3d.com/questions/136626/load-a-lot-of-prefab-on-start.html#answer-145584
Note:
We build our own sort of Prefabs inside a Prefab editor now. It saves the structures inside our own custom AssetManagement SQL-database thingy.
So when we parse the SQL structures, we can instantiate the objects in hierachy simulating a Prefab programatically and there is no need to boot Unity to fix a Prefab, so we can easily build loads of these across multiple clients.
Follow this Question
Related Questions
Why does this script spawn 13 ClickEffect prefabs instead of 1? 2 Answers
Unity2d : Spawning in Prefabs 1 Answer
Instantiate a prefab vs create one dynamically at runtime? 1 Answer
How to fix my enemy Instantiate script? its clone too many 3 Answers
How can I instantiate two prefabs at different times and positions ? 1 Answer